$3.95 USA $4.95 Canadian
II III III ^ ^
Hie Next Generiilm
Winning
For SimCity 2000
Covering
COMPUTER
GAHilMG l/VDRLD
The # 7 Computer Game Magazine
_ April 1994/ Number 117 IZDl
•T7<7»/73,
Feature j
Reviews "
TFX
Subwar 2050 ■
Quest For Glory 'X’"
Merchant Prince •
e
Previews
Perfect General 2 . • .
Warlords II Construciioin
Th^jfaisappearance of your father ^
i^fthds left Lanthor without a leader.
Factional infighting inythe resulting
power vacuum has leftSihe realm in
chaos! \ i
In your heart, you’ve al^^ys known
thrdt^^T^ were the chosen' one — now
it s time to a<ft! You ve got to save
your once-rich land by re-establish-
ing the supremacy of the guilds.
Choose your disciples and your V
iiMiiSj;rategies, build vast ormies to con-
quer or defend, heed the counsel of
^^l^lords or assa^s^ate them —
uncferyo^ control!
Disciples of ^l^el i^^^feJiliimate role
playing game, with stu^nipg graph-
ics and hundreds of chq|||^^Sj|tft^|Mg|||||
quests. Heart pounding
effects and original soundtrqdsm^
make Dis^iip^^M^^n^^^^|r|.e^^ti^y
1 1 1 1 ^![n a zV eia^e^ifio n
^GREAT^
WAR
J’LANE^
YOUR BELLY TANK IS ON FIRE.
YOUR RADIO IS GONE.
YOUR AIR FIELD IS 1 35 MILES AWAY.
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C/fc/e Reader Service #95
COIVIPUTER
GAIVIIIMG WORLD
StarTrek — The Next Generation pg. 14
Jump Raven pg. 50
Quest For Glory pg. 54
Hornet pg. 1 02
Features
14 Sneak Preview: Star Trek — The Next Generation
Spectrum HoloByte Lets You “Make It So”
by Terry Lee Coleman
20
46
50
62
66
80
82
90
92
98
102
104
108
They’re Here!
Comprehensive Coverage of the
CD-ROM Invasion
Tasting The Wrath of the Gods
Emrich & Miller Discover How The
Luminaria Live
When Paramount Says
“Jump Raven”
Chris Breen Asks “How High?”
Daemonsgate Uniatched!
EID’s Epic Emerges From Vaporland
by Bernie Yee
Gaze Not Too Deeply
How The Light Reflects Upon OOP’s
Red Crystal
by Alan Emrich and Petra Schlunk
Captain Nemo,
Where Have You Gone?
The Virtual Depths Of MicroProse’s
Subwar 2050
by Ed Dille
Rally ’Round The U.K.
Off-Road With Accolade’s
All-Weather Sim
by Gordon Goble
r ''
r- 1
>1
■1
w
80
Game Over, Man!
Martin Cirulis Reviews MicroLeague’s Alien Breed
Do-It-Yourself Flight Sims
Flight Sim Blueprint For Domark’s Flight Sim Toolkit
The FX of TFX
A Eurofighter’s-Eye View From Paul Rigby
Spectrum HoloByte Hits The Deck!
“Endo" Estaphanian Does A Wing-Over in Hornet: Naval Strike Fighter
Bird On The Wire
Safe Carrier Landings in Hornet: Naval Strike Fighter
by Tom “KC” Basham
SlmCIty 2000 Strategy Guide
Making The Maxis Of Your Mayorship
by Robert L. Hayes, Jr.
“if you want to go all out for games, the Falcon Is the best bet for your money.
'Computer Gaming World
THE FALCON MACH V: THE ULTIMATE GAMING MACHINE
To Order Call:
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EAlVIiryG WORLD
Publisher
Russell $ipe
Associate Publisher
Jonathan Lane
Editor-in-Chief
Johnny Wilson
Editor
Chris Lombardi
On-Line Editor
Alan Emrich
Managing Editor
Ken Brown
Technical Editor
Mike Weksler
Assistant Editors
Chuck Miller
Terry Coleman
Art Director
Susan Zurawik
Graphic Artist
Jack Rodrigues
Production Assistant
Christine Kloss
M.I.S. Manager
Gene Allen
Advertising Manager
Lee J. Oniacke
Advertising Sales Coordinator
Kathy Garcia
Account Representative
Marcl Yamaguchi
Contributinq Editor
(Adventure Games)
Scorpia
Contributing Editor
(Wargames)
Evan Brooks
Conieiiis are copyrighted by Ziff-Davis l*ubiishing Co..
1994.
Subscription Rale; The subscription rate is $27.94 for a
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Psulras 9:1-2
CompuServe (76703,622)
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Printed in the U.S.A.
1 1 6 Music For The Masses
The Future of Sound In Computer Games
128 You Could Be In Pictures
Carey DeVuono's Hollywood Mogul Can Make Anyone A Star
134 Rebounding With Authority!
Strat-O-Matic Basketball Boxes Out The Competition
138 Accolade Kicks Off!
Bernie Dy Gets In The Trenches With Unnecessary Roughness
150 QQP Corners The Renaissance Market
A Machiavellian View Of Merchant Prince
by Tim Carter
Computer Wargaming World
158 Sneak Preview: Perfect General 2
Can QQP Improve Upon Perfection?
by Alan Emrich
160 Sneak Preview: Warlords II Construction Kit
SSG Proves War Is What You Make It
by Alan Emrich
164 Romance A Trois
Koei’s Three Kingdoms Unveil Dragons Of Destiny
by Terry Lee Coleman
Dragons of Destiny p(;. 1 64
Departments
10
Editorial (Gamer’s Lib)
168
Opponents Wanted
12
READ.ME (All The News
169
Marketplace
That Fit)
170
Advertisers’ Index
54
Scorpia’s View
174
Taking A Peek
(Quest For Glory IV)
181
Hall of Fame
60
Scorpia’s Mail
182
Top 100 Games
124
Over There (Euro-Sequeis)
184
What’s Hot?
142
Letters To The Editor
185
Patch File
156
CWW Editorial (Putting Power
In The Gamer’s Hands)
186
The Rumor Bag
(Guinness Recordus)
Epic MegaGamcs redefines the art of PC Pinball
with Epic Pinball by James Sclimalz. Il oO'ers
realistically fluid ball inovemcnl. a high-quality
sound track and ultra-smooth scrolling graphics.
It's all here: ramps, sink holes, kickbacks, drop
targets, multiple-ball play, jackpots, skill shots
and scoring rules Just like real pinball tables.
Epic Pinball packs offer a variety of pinball styles
from the nostalgic Excalibur to the futuristic
Enigma with targets and other surprises emerg-
ing from an oozing plasma field.
Epic Pinball is shareware which PC Zone says is
“easily as good as commercial offerings”. See the
sidebar to find out how to try it today.
WC PINBALL RINGS UP A HIGH SCORE" - COMPUTER GAMING WORLD
"UP THERE WITH THE BEST OF THE COMMERCIAL RELEASES", RATED 91% -?C FORMAT
"PERFECTED TO THE PEAK OF PLA YABILITY... EPIC PINBALL IS VITAL TO HA VE... BUY, BUY, BUY!", RA TED 5/5 - PC POWER
Epic Pinball, Our Latest
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W^DHANOUNG
TO ORDER CALL EPIC MEGAGAMES 1-800-972-7434
VISA, MasterCard and Checks accepted. MD residents please add 5% sales tax. Each order includes a
bonus shareware game. In the U.K. or Europe please call Epic MegaGames UK at 0767 260903.
Epic Pinball is shareware
from Epic MegaGames.
What Do We Mean by the
Terni “Shareware"?
It means you can try it before
you buy it and it means you
won’t pay an arm and a leg for
a quality PC game. The share-
ware version contains the
Android table.
The “registered" versions are
the Epic Pinball Packs shown
here which contain four
pinball tables each
Where Can You Find the
Shareware Version to Try?
If you have a modem try one
of these two great places (or
your local BBS);
Just GO EPIC on CompuServe.
You can download a specially
priced Game of the Month and
visit our forum where you’ll
find more Epic shareware
games, hints, tips and support.
For a free CompuServe sign-
up kit cali (800) 524-3388 and
ask for representative 536.
EXEC-PC is the world’s largest
BBS with over 280 lines. On
your very first call you can
download Epic shareware
games hassle-free. Just call
(414) 789-4360 (V.32bis) or
(414) 789-4210(2,400 baud)
If you don’t have access to a
modem but you have a VISA or
MasterCard you can order the
shareware version through our
toll-free line for only S5.
Where Can You Get the
Registered Versions?
To order call 1-800-972-7434.
Have your credit card ready.
Or, on CompuServe you can
purchase our games for direct
download to your PC. You pay
only for the game, there are
no connect charges for the
download. This way you can
be playing in minutes. We'll
mail you the written documen-
tation and your free bonus
disk. GO EPIC for details.
EPICPINBALL REOUIRESA 3860R
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BEEtDJtoliElEigy
TOWARD
A GAMER'S
H as this ever happened to you? (Sounds
more like a late night commercial than
an editorial, doesn’t it? Just Inimor
me. Answer the question.) You’re sitting on
an airplane, paging through the latest copy of
CCW, and the person next to you glances at
a screenshot and remarks, “My nephews and
nieces love those Nintendo games. You must
have children, too.” Ever have guests notice
your desktop computer and, as a result, find
yourself claiming that you only use it for work
and maybe a couple of flight simulators? Ever
hear your spouse apologizing on your behalf
for how much time you “waste” playing
games?
It just seems too strange. Just as some golf-
ers have to justify “wasting” time on a golf
course by explaining how much “business”
they conduct on the course, many computer
gamers are ashamed of their hobby. Model
railroaders will nearly ostracize forever any
person who comments about their “cute little
trains,” but computer gamers seem to apolo-
getically duck their heads whenever someone
asks, “But aren’t those games just for
Isn’t it ironic, though? Many of those very
people who feel like we are wasting our time
in front of a computer monitor working out
solutions to game problems, be they spatially,
logically or resource based problems, spend a
significant amount of time passively consum-
ing whatever comes out of the television
screen. They just don’t get it.
Our society seems to have a fundamental
misconception regarding play. The majorit)'
of adults seem to regard play as having the
same relation to reality that fiction does to
truth: they perceive both as lies. That is a vciy
naive oversimplification. Like the great Jew-
ish novelist, Elie Wicsel, I happen to believe
that “Some stories arc true that never hap-
pened.” Just as fiction can suspend our disbe-
lief enough to let truth penetrate our normal
defense mechanisms, so can play penetrate to
that inner core of personality where we i ngest
ideas through simulated experience.
Like art, play allows the gamer to experi-
ence a variety of perspectives. Ralph Ross,
former Chairman of the Humanities Depart-
ment at the University of Minnesota, wrote
in SymOols dr Civilization tha.i“Avi even offers
syntheses of types of experience, ... yielding
possible frameworks in which we can organ-
ize the fragmentary bits and pieces of our
ordinaiy lives so that they arc related and
significant.” He goes on to conclude, “The
value of a particular artistic perspective, then,
lies chiefly in its originality, depth, and inci-
siveness — perhaps, too, in its pertinence to
our lives.”
Given that definition, gaming is within it-
self a particularly vital form of art. Gaming is
a structured play that allows the gamer to
assume the perspective of a member of an-
other class or race, a personage from history,
a command persona, another sex, another
profe.ssion, and another belief system. Role-
playing and adventure allow us to examine
other lifestyles, strategy allows us to expend
and ama.ss other resources, and action/siniu-
lation allow us to draw upon and develop
other skills than those we use in our primary
lives.
In short, play, and gaming as structured
play in particular, has the capacit}' to broaden
our knowledge and insight without the ex-
pense which would be required (in time, edu-
cation, economic risk and physical risk) to
gain an equivalent of the same knowledge in
actual experience. Since it has this capacity
(although this capacity is not always used,
particularly in poor game design), gaming
actually matches the purpose of art espoused
by Kant in The Critique of Aesthetic Judgment.
He said that art “is a mode of representation
which ... although devoid of an end, has the
effect of advancing the culture of the mental
powers in the interests of social communica-
tion.”
But, don’t just take this editor’s philosophy.
According to Dr. Gini Graham Scott, author
of The linipawered Mind., even a video game
as simple as those offered on Nintendo’s
Game Boy “stimulates the brain in such a vvay
bif johnnif L. Wilson
that the nervous system produces more elec-
trical energy, which actually changes the
brain’s physical structure and chemical com-
position.” E.ssentially, game play creates en-
dorphins which, in turn, “stimulate thought,
interest and attention.”
Of course, the potential for opening new
horizons and providing new insights, stimu-
lating new ideas and creating new interest,
docs not guarantee the realization of such
po.ssibiliiies. I’ve known people who fixated
on the language and feelings described in The
Catcher in the Rye without learning to empa-
thize with the difficult passages faced by ado-
lescents that they knew. Wc have heard of
high school students who viewed Schindler's
List and laughed at the death scenes rather
than being sensitized to the horrors of racism
allowed to run rampant. Potential does not
guarantee fruition.
Yet, 1 cannot help but think that we, as
gamers, are wrong when we are embarrassed
by our hobby and pretend that wc only play
a few games or concede that games are “for
kids.” Games are for anyone who is still learn-
ing and becoming. Games are exploratory
learning experiences for all of us who still
want to grow. Games arc for those who want
involved stimulation from their entertain-
ment rather than pa,ssive viewing.
Maybe we need to rethink some of the
conventions in game design — the preponder-
ance of violent solutions as opposed to crea-
tive exploration and experimentation, the
increasingly narrow scope of subject matter
perceived as marketable, the limited nature of
non-player characters and our assumptions
about game players — but we sure don’t need
to be ashamed of the fact that we play. Maybe
wc don’t need to have Gamer Pride parades
or have an official Gamer Liberation Move-
ment, but it’s rime we realized that gaming is
more than okay. It’s beneficial. If the hobby
matures, it may someday even be understood
as art by more than idealistic old editors, cgw
Page 10
Campiiier Gaming World
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I
HE LATEST NEWS FROM THE GAMING
SSI Advances Beyond AD&D
With Divorce From TSR
S trategic Simulations and TSR have
decided to adventure ofF on separate
quests. TSR, owners of the Advanced
Dungeons & Dragons world of fantasy and
role-playing characters, will not be renew-
ing its exclusive license with SSI next year.
The TSR license on SSI’s games has
been fruitful for both companies, resulting
in sales of over two million games. The
union began in ‘88 with Pool of Radiance,
A s hinted in the March issue of
CGVl^(#ll6, p. 26), MicroProse
will no longer develop graphic
adventures using the tools created for Rex
Nebular and the Cosmic Gender Benders
and Return of the Phantom. Sanctuary
Woods, the Vancouver-based multimedia
publisher, has purchased the MADS
(MicroProse Adventure Development
System) tool kit to produce original
graphic adventures.
Spectrum, Inc. Chairman Gilman
Louie explained to CGW that the MADS
tools would no longer be useful for their
company, because they did not allow
adventure games to be linked with simula-
tion products.
Since Ted Markley and Matt Gruson,
designers of the engine, were moving to
Sanctuary Woods, it was natural that they
would want to obtain their old toolset.
They will integrate the existing technology
with Woodscript, the company’s cross-plat-
form development system, to use on
almost all of their products. “Even prod-
followed by the Gold Box Line, Eye of the
Beholder series, and most recently Dark
Sun: Shattered Lands. Both companies say
they are separating on good terms. SSI
spokesperson April Souza said the compa-
ny chose not to renew so that its newer
RPGs wouldn’t compete with SSI’s TSR-
licensed games.
“We’ve had a few fantasy games with-
out TSR like Veil of Darkness and Legends
ucts that you might not recognize as
graphic adventures will also use that
toolset,” said Markley.
Sanctuary Woods may be an unfamiliar
name to computer gamers. The company
was named after a kennel (which bred
champion St. Bernard dogs) and the ken-
nel was, in turn, named after the himous
World War I battle. The company basical-
ly put educational content on CDs for a
time, but branched out into edutainment
with the Victor Vector and Yondo adven-
tures (Yondo is a St. Bernard). Now, the
company is ready to move from light mul-
timedia to actual games.
The first graphic adventure to use the
toolset will be based on Robert Ripley’s
Believe It or Not. The game allows players
to become '30s era explorers, the time
frame when Ripley found most of his
amazing discoveries. “We have a whole
strategy to continue a product line with
the adventures of Robert Ripley,” said
Markley with the optimism any produc-
er/designer has for a new product concept.
of Valour,” said Souza. “We’ve been getting
into this category more on our own with
games like Jorune: Alien Logic,” a computer
game version of a 1 3-year-old paper RPG
which SSI will release on CD with digi-
tized audio and video.
Souza added that SSI was unhappy with
the rules and restrictions imposed with the
license that limited their creativity. SSI still
has games under development using char-
acters from the TSR universe, including
Advanced D&D Slayer for the 3DO.
TSR has not yet announced a new
exclusive relationship with another com-
puter game developer or publisher.
However, spokesman Tom McLaughlin
said TSR will have a “major announce-
ment at CES in June.” He added that TSR
is moving toward the development of soft-
ware on its own.
The Secrets
of Doom
I ntrepid explorers of id Software’s
DOOM have unearthed mysteries
buried deep within its program
depths. It has been reported that secret
incantations, when typed into your key-
board while playing the game, will grant
you untold powers and explosive riches.
At any time in the game, type:
IDDQD to render yourself indestruc-
tible.
IDSPISPOPD to walk through walls.
IDKFA for a resupply of ammo.
IDBEHOLD plus “A” to display the
entire level map, “I” for invisibility, “L”
for light amplification, “R” for a radiation
suit, “S” for berserker rage, and “V” for
indestructibility.
MicroProse Adventure
Development System Purchased
Tools Find Sanctuary In The Woods
PiiKC 12
Computer Gaming World
Game Companies Shuffle The Cards
F ebruar)', 1994 was an evencfi.il month
in the entertainment software busi-
ness, Virgin announced its intention
to extend an initial public stock offering;
Electronic Arts and Broderbund Software
effected a merger; MCA took a significant
stake in Interplay Productions; Activision,
Inc. garnered $42.5 million from placing 5
million shares of common stock (slightly
over 30% of the outstanding shares); and
an acquisition of Sierra by Acclaim
Entertainment was mmored. At press time,
the Sierra/Acclaim rumor had been official-
ly denied by Sierra On-Line’s Jerry
Bowerman, but the other four stories sent
reverberations throughout the industry.
Activision, Inc. announced on January
31, 1994 that it had sold 5 million shares of
stock for $42.5 million. In addition, the
company is repurchasing $2.1 million
wortli of preferred stock. The new funds
will enable the company to continue pub-
lishing high profile interactive movie-style
adventures such as the successful Return to
Zork, the upcoming Planetfall sequel, a spy
adventure currently in production called
William Colby's Covert Action, and an unan-
nounced, potential project for a certain
high-profile action star that has yet to begin
production.
Virgin Interactive Entertainment will
offer 1.85 million American Depository
Shares. ADSs are instruments by which the
shares of foreign companies are traded on
U.S. exchanges.
Electronic Arts announced on Pcbruaiy
9, 1994 that they had reached an agreement
to merge with Broderbund Software.
Under the structure, each Broderbund
shareholder would receive 1.6 common
shares of EA stock for each Broderbund
share. The approximate value of the entire
deal was reported to be $400 million. The
agreement seems like a natural in that it
Errata
In the March issue of CGW, the
READ. ME column erroneously referred
to Time Warner Interactive’s purchase of
Software Sorcery. Time Warner
Interactive has not purchased Software
Sorcery. Rather, Time Warner is publish-
ing three of Software Sorcery’s games:
AEGIS: Guardian of the Fleet, Escape fom
the Dead Zone, and Fantasy Fiefdom. We
deeply regret any inconvenience caused by
the error.
marks a merger between two pioneers in the
interactive entertainment industry. The
merger may offer a signal that both compa-
nies felt pressure to align against the possi-
bility of hostile takeovers from traditional
entertainment or communications indus-
tries, but official statements from
Broderbund CEO Doug Carlston and
Electronic Arts CEO Larry Probst stressed
the synergy expected between EA’s broader-
based distribution and Broderbund’s
strength in marketing educational and pro-
ductivity titles.
Interplay Productions and MCA jointly
announced their new relationship on
February 10, 1994. Sid Sheinberg, MCA
CEO, stated that the company had studied
the interactive software industry over sever-
I ntel has just released information on
their latest CPU in the 486 family, the
lntelDX4 processor. Using processor
clock tripling technology, Intel has been
able to achieve speeds up to 100 mega-
hertz, almost doubling the speed of current
high-end 486-based machines. Intel hopes
a new family of DX4 chips will fill the
emerging price gap between entry level,
486SX systems and Intel’s Pentium-based
machines.
The IntelDXd chip
will be available in four
flavors: 100/33,
100/50, 83/33 and
75/25, where the first
number indicates the
internal clock speed,
while the second indi-
cates the bus speed in
megahertz. Since the
IntelDXd is already
compatible with bus
speeds of 25, 33, and
50MHz, we’ll most
likely see the 75/25
and the 100/33 combi-
nations in desktop computers. Intel has
also announced that there will be a future
Pentium OverDrive processor chip that
will be compatible with the DX4 systems.
The Intel DX4 is a 3-volt chip, rather
than 5-volt as in most current DX2 sys-
al years and targeted Brian Fargo and
Interplay as an ideal creative partner.
Neither Fargo nor Sheinberg would com-
ment on the exact amount which the enter-
tainment conglomerate invested in
Interplay, but the terminology “significant
minority stake” was used. One observer
suggested that this might mean just under
the legal limit of 20% ownership because of
obscure financial reporting rules, but this
was not confirmed by company spokesper-
sons. Whatever the percentage, MCA was
also granted additional options for increas-
ing its minority position in Interplay, and
Interplay was granted access to book, film,
record and theme park properties for inter-
active purposes, as well as new technologies
from MCA parent company, Matsushita.
terns. The down-side of this lower voltage
requirement is that the chips cannot be
used to upgrade existing machines. On the
other hand, the chips will be a great boon
to the notebook computing market. So far,
notebook and portable computers have
been the recipients of hand-me-down
processors from their big brother desktop
machine. Now, with a low voltage, hot-
rod CPU, notebook users will be able to
run their games and applications just as
fast as on their desktops. In a demonstra-
tion of the chip, CUW'saw Origin’s Strike
Commander running on an active matrix
color notebook with the 75/25 DX4 CPU
and, to quote a CUW'Editor, “It cooked!”
‘T’ll Have A Pentium Lite”
Intel Announces New 486-DX4 Chip
Sneak Preview
W
Engage! With Spectrum HoloByte’s Role-Playing Event
by Terry Lee Coleman
T ime flics. On a galactic scale, it seems
CO go by at warp speed. Can ic be chat
Star Trek: The Next Generation is in
its seventh season? Ic seems only yesterday
that Trek fans were full of trepidation, won-
dering how any show could come close to
the magic (if not racings) of the first Star
Trek. To be sure, the new series got off to
a rocky start. An overly-Iong 2-hour pilot
episode, the fact that the show was syndi-
cated, and an untimely writer’s strike did
little to get the show off on the right alien
appendage. As the series progressed, it was
apparent that the cast had developed into
a fine ensemble group, in some ways even
more endearing to fans chan the crew of
the original Enterprise. Now, as the show’s
run appears at an end, big-budget films
beckoning on the horizon, what better
time for a Next Generation role-playing
game?
Certainly Spectrum HoloByte thinks
the time is ripe to go where “No game has
gone before.” The Star Trekg^mes from In-
terplay have been undeniably successful, re-
portedly selling over 300,000 copies, but
even as good as the Interplay games are, they
arc in many ways very typical adventure
games. Spectrum HoloByte wanted a game of
greater scope, with more of a role-playing feel.
To achieve this noble end, they have amassed
enough information for the game to fill up an
entire CD — over 600 MB of data. In fact,
there was much discussion about whether
2 CDs would be needed, as in 7th Guest,
but Spectrum decided to avoid the extra
inconvenience to gamers and tighten the
game to fit on one compact disc.
What could possibly take up that much
room, you may ask? Digitized pictures
and animation devour lots of bytes — at
least with 20th Century technology. For
those skeptics who harbor doubts about
the worth of megabytes of graphics, they
will fall by the wayside soon after begin-
ning the game. The beginning screens are
so much like the actual opening credits for
the show, you may wonder if you’re
watching a videotape. Painstakingly
hand-rendered art combined with digit-
ized footage is almost seamless, quite sim-
The crew of the Enterprise stand ready to respond
to your every mouse click.
Pof-f 14
Coinpiiier Gamini; World
^Strahd’s
Possession
U nmask and defeat Strahd, one of the
most nefarious of all gothic horror char-
acters, or you'll never escape the terror of
the AD&D" RAVENLOFT'“game world!
Presented in High Resolution 320 x 400
256-color VGA, Strand's Possession delivers
twice the quality of VGA without the cost of
a Super-VGA card ! So you experience gothic
horror role-playing at its best in this visually
stunning game.
Bask in the glow of an exceptionally
large 3-D gaming window. Explore bone-
chilling dungeons. Challenge 30 authentic
RAVENLOFT game world creatures. Cast
over 60 mage and priest spells. Let auto-
mapping keep track of your travels with
maps that print — complete with any notes
you made on them along the way.
; All this plus a haunting musical score and
digitized sound effects will keep you on
edge for hours and hours! ]usf be careful,
tbings get pretty eerie when the sun sets!
Abajiable for IBM & Compatibles
O on 3.5” disks and
Enhanced CD-ROM.
TO ORDER:
Visit your local
retailer or call: l-800-245r4525
with Visa/MC (U.S, & Canada only).
DPETechnolbjjy flevSoped by OieamForge InlattinmBnL
ADVANCED DUN6E0NS & DRASONS.itOSD. RAVENLOFT
Vie TSR logo and an TSR diaraders. doracier names, and
the distinctive htenesses thereof, are trademarks owned by
and used under license fromTSR, Inc. ri,:i994 TSR, Inc.
©1 994 Strategic Simulations, Inc. All rights reserved.
ply some of che best animacion seen in a
compucer game to dace. The sweeping gran-
deur of che Efiterprise gives way co close-ups
of dark moons and ringed planers, finally
broadening ro include che vascness of die scars
surrounding the ship. Such an impressive
opening is nor merely a pretty picture, bur
offers che first brush strokes on the canvas for
what may well be Spectrum’s masterpiece.
With many games, che opening sequences
oficr so much promise that the player is in-
evitably disappointed by the graphics in the
remainder of the game — such is not the case
here. The characters are obviously digitized,
then fleshed out with hand-drawn art and
shading so that they really do look like their
humanoid counterparts. Data is appropri-
ately pale, Worf is hard-edged Klingon and
Riker has on his famous poker face. Deanna
Troi and Dr. Beverly Crusher are as beautiful
as the actresses who portray them. Captain
Jean-Luc Picard stands out from the rest:
Regal, self assured, he occupies the forefront
of the main screen of play, the bridge. His
prominence is appropriate, as che player cakes
on che role of Picard for most of the game.
With most role-playing games and adven-
ture games you must select one character to
play throughout the game. While this ap-
proach has its uses, all of the dramatic impact
of the storyline is tied up into what circum-
stances befall your single character. In Next
Gencratmi, you assume the guises of various
crew members. In this respect, the game is
more like a good novel, allowing you access
to different points ofvicw during play, and it
also fits with the ensemble liistor)' of the Star
Trek series.
Unlike more recent Trek games, which
have resembled hour-long television epi-
sodes, Next Generation is much more open-
ended. Make no mistake, there is a plot, but
it won’t drag you by a leash. As the game
opens, the Enterprise is pa-
trolling near the Romulan
Neutral Zone. Picard is
reading a letter from a
friend, who like Jean-Luc, is
interested in archaeology.
While the Captain ponders
the difficulties of archae-
ological exploration so close
to the Romulan Empire, he
is abruptly called to the
bridge. Immediately, the
Enterprise 'xs placed in a crisis
situation involving the
Romulans, political refu-
gees, strange artifacts and
the usual variety of alien
races.
Having been hooked, you
are then immersed in the depths of the story.
Rather than the normal string of barely-re-
lated puzzles to be solved, the Next Genera-
tion plotline is a web of inter-related
conundrums. The depth of both the writing
and the gaming world itself is staggering — it
is fair to say that the vast majority of gamers
will spend between 30 and 100 hours of play
in the Next Generation universe. Not ever)'
world you travel to has an alien race, of
course, but consistent with the series, the
galaxy is a big place, with plenty of things to
do and places to go, keeping you and the
Enterprise crew busy for quite a while.
To Seek Out New Life
To maneuver through the section of galaxy
which the Enterprise is patrolling, you merely
go to Astrogation, where the patrol area is
depicted as a vast three-dimensional cube.
Dozens of star systems and hundreds of plan-
ets, nebulas and the like arc open for explora-
tion, adding immeasurably to the illusion
that you truly are “exploring strange new
worlds,” The Astrogation
interface is quite intuitive,
allowing the erstwhile ex-
plorer to examine each cube
of space in detail. Cross-sec-
tion views show each star
system, complete with con-
venient descriptions of each
planet and celestial body
from the ship’s computer.
Star Trek fans and lovers of
astronomy could spend
hours with this feature
alone, as the different plan-
ets all sport their own
unique look.
The computer automat-
ically sets a course for any
sector of space and will target a particular
planet if you have selected it specifically. The
length of time it takes to travel to a particular
system varies. For instance, going to Epsilon
Alpha at Warp 3 will take over uvo years,
while at Warp 7 it would be only a few days.
1 rave! to the particular planet is then simply
a matter of deciding on a speed and giving the
order to “Engage,” in the usual Picardian
fashion. A nice touch is that Chief Engineer
Geordi LaForge will tell you if you lack the
antimatter for a particular speed.
Follow My Orders
At various times in the game, your vessel
may be called upon to help out in some
emergency elsewhere in the quadrant. This
brings up an interesting dilemma: Ifyou rush
off to the emergency, will the current situ-
ation be different when you return? Can you
afford ro ignore the plight of suffering Fed-
eration beings, regardless ofyour overall mis-
sion? Moral decisions for the player arc the
heart of good role-playing games, and Next
Generation could be the best in this respect
since Ultima 6.
The main storyline involves a mysterious,
ancient alien race who has evidently disap-
peared without a trace. Without giving away
the plot twists, suffice it ro say that the legacy
of this near-forgotten race proves most inter-
esting to the Romulans and the Ferengi, as
well as the Federation. As you move around
the quadrant, clues to the overall mystery are
found, both by stellar exploration and by
away-team missions. You have the abilit)' to
choose who beams down to the different
worlds, and this choice can make a huge
difference in the success of the missions. Sig-
nificantly, the designers avoid using Data as
the “Swiss Army Knife” for every occ;ision,
and each character has different skills to be
utilized, just as they would in the TV series.
Finding a destination with the three-dimensional Astrogation cube.
Pane 16
Computer Gaming World
:ir.:)fjJrr'JretrtJP.’.
ADVAfICEO OUNGEOfiS & DRAGONS. AO&D. AL-QADIU, the ISRIOOoanO an TSR chaiaclers. cmtaciu ttanies. and tbs d^cEve hitcnesses
thereol. m owned by and used (inuet ticme fiwttTSR, Inc. tIDW-ISH. IW. Ct994 SRJtegic SimuSlions. Imr All ngbls reserved.
Avaitahfe on 3.5"
O disks and
CD-ROM.
TO ORDER: Visit your retailer or
call: 1-800-245-4325 with Visa or
MasterCard (US. «fi Canada only).
Explore a new game
world in the style of
the Arabian Nights!
High magic and dark deeds
" reign as you face the evil Genie
Lords in a quest to restore your
family honor! A complex, pre-
generated character grants you
quick entrance into the all-new
AD&D* AL-QADIM" game world.
Encounter genies, sinister sor-
cerers, wise hermits, and many
more mysterious beings, each
with their own secrets and
challenges. Use magical items
to face the challenge of real-time
combat and puzzle solving. And
savor a tightly woven story line
that’s enhanced by grand
cinematic musical themes
— all in the exotic new
^ AL-QADIM game world!
IBM 256-color VGA Displays
rant which is unknown to the Fed-
eration, you will map the sector,
making the data available in the
library computer for later perusal.
While auto-map features have
been a fixture of role-playing
games for some time, this feature
only adds to the illusion that you
are in flict on a galactic mission of
exploration.
The Good Sama^itt^ns of the galaxy give roadside
to <inf;//)er alien in distress.
Each member can be equipped with specific
equipment, but they always carry phasers and
tricorders. If Dr. Crusher is along, she always
carries a medical tricorder, and so forth.
Away-team planetary missions take place in
traditional adventure game fashion, being
laid out across several screens to be explored.
Non-player characters met during a mission
are much more than the usual cardboard
cutouts found in many role-playing products.
Some are charming, others irritating: all have
their own hidden agenda for you to discover,
and each of them must be treated as individu-
als for you to ultimately succeed in the game.
Certain decisions made on these missions can
have catastrophic consequences, as you might
expect. Even so, such is the depth of the game
that the designers have left open different
paths for the player to get the crucial infor-
mation to reach the endgame. If, for instance,
the evidence on a particular world is de-
stroyed, you may be able to gather that same
information in an asteroid belt, examining
similar phenomena. Thus, the game universe
am be explored without resorting to a num-
ber of save games, playing
the same frustrating se-
quences over and over as in
many games.
In fact, it is possible to
reach the endgame along
different paths. Of the doz-
ens of worlds that can be
explored by away-rcams, the
story is constructed so that
the major worlds can be vis-
ited in any order, without
compromising the player’s
chance to win. Crew mem-
bers will make suggestions
from rime to time, but you
arc free to take action as you
see fit. Should you decide to
visit a section of the quad-
My First Duty
Is To The Ship
Despite the freedom with which
you have been endowed, you arc
assistance still expected to represent yourself
as would a Federation officer.
Therefore, while the game will let
you fire on another starship,
doing so without reason will
bring inquiries from Star-
fleet and could cost you
your command. Also, the
beings whom you meet will
remember how you treated
them on previous occasions,
which has obvious connota-
tions on the outcome of the
overall plot. The combat
system itselfis still underde-
velopment at this time, but
is expected to emulate more
the combat sequences from
the scries, rather than the
Wing Commander-siylc of
simulator prevalent in pre-
vious Trek games. Gener-
ally, combat is a last resort
measure, but space conflict
is a necessar)' evil at various points in the
game.
Away-teams, on the other hand, arc accus-
tomed to beaming into dangerous situations.
Geordi and Riker prepare to go planctside for a little R&R.
which is probably why they are always
equipped with phasers. The Federation crew
may be non-aggressive, but they rarely run
from a fight. More than once in Next Genera-
tion, you will have to decide whether to en-
gage in a phaser firefighe or beam back to the
ship without completing your mission. As
you might expect, it is difficult for the char-
acters to die. Normally, injured crew mem-
bers arc beamed directly up to sickbay, just as
they would be in the .scries. Still, this doesn’t
give free rein to the overly aggressive. If you
provoke a fight with a host of Romulan ve.s-
sels, expect to lose the Enterprise with all
hands.
In addition to the problems faced by inter-
acting with a multitude of different starfaring
species, nature often conspires to throw prob-
Cut-away view of planetary system, with the
destination planet highlighted.
Icms in your way. On one mission, radiation
prevents normal transporter use, and you
must come up with a solution. The use of
such standard Next Generation plot devices
makes any gamer familiar with the mytlios
feel more at home, yet the designers have also
taken care to put unexpected twists on famil-
iar ideas to keep the player guessing. The
surprise ending will no doubt delight many
Next Generation fans, as it is entirely in keep-
ing with the philosophy of the television sc-
ries.
Its ability to weave new elements into the
storyline, yet retain the classic feel of both the
Star Trek universe and remain true to the
characterizations, is the strongest selling
point of the Next Generation game. That
Spectrum HoloByte was able to include a rich
gaming world full of depth and surprises, is
almost too much to believe. Not only Trek
fans, but anyone who enjoys cutting-edge
gaming, should look forward to the final
product. Spectrum HoloByte, make it so! cgw
Pufte 18
Compiaer Gaming World
A Masteiful Blend of Subtle
Strategy and Wickedly
Ruthless Action! v 4
For 1 or 2
players, DARK
LEGIONS
boasts
modem play.
Sophisticated
artificial intelligence.
Pre-set scenarios with variable
difficulty settings. And a wide
range of set-up choices to make
every game different and playing
time limitlessi
Think you can cut it? You'll
need brains and
^ brawn to
- Y'r'i-. survive
! v' .1 in this rXj
' ■ alternate
/ dimension, r' JjPf |
where hidden traps and ,
lurking creatures
make every move i
unpredictable and \
hazardous! ,
Wizard
DARK LEGIONS,
i A Savage Battle for
A Ultimate Power!
KILLER GRAPHICS.
OUTRAGEOUS ANIMATION.
SIZZLING SOUNDS.
That's DARK.LEQIOrSS”
from SSI. It's got
(Ms the maneuvering,
^ ^ ^ trickery, and
# * deception
of the best
'r' strategy games.
n *. ' Plus blazing
combat so
^™ii , realistic it ^
rivals the . '
hottest arcade mega-hits! ?
Create an army of up to ^ *•"'
50 beings from the realm of
dark fantasy. Choose from
1 6 different characters, such > ' ‘
as the six we took right from i '''^™'*h i
the game to show you here! Each
/ character comes
/ id with unique
V
6 ^ ' 4,1 abilities.
I jX * ,f i Then, let
■ the mayhem
.. . begin! Your goal: r<i
'X seek out and (■'
.^S, . destroy ff
Ore the opposing
legion's master — and ivrest 1 ,
ultimate power for yourself!
Demon
A Templar faces three deadly oppo-
nents on the main strategy screen.
Scratch one Troll - it's about to
be roasted by a Fire Elemental!
TO ORDER: Visit your
retailer or call:
V 1 •800-2454525
with Visa or
1 ; MasterCard
(D.S. & Canada
only, please).
Stay a^nay from a Troll's huge club!
This Wizard's learning the hard way.
Available for IBM 6e Compatibles
on 3.5" disks and CD-ROM.
Conjurer
IBM 256-color VGA Displays
C D-ROM Drives — They attach themselves like parasites to our computer
systems, similar to the way the alien mind-controllers of Robert A.
Heinleins The Puppet Masters sxi^Lchcd to their hosts. New machines with
internal CD-ROM drives dominate store shelves as if they were the conquering
tripodal Martians of H.G. Wells’ War of the Worlds. Meanwhile, multimedia
upgrade kits sit on the shelf looking as benign as the pods from Invasion of the
Body Snatchers, but frightening consumers almost as much as the original movie
scared kids in the ‘50s.
Evidently, however, the masses are running
toward CD-ROMs, instead of running away
from The Amazing Colossal Man or The Blob
in those old technophobic thrillers. Dataquest
estimates an installed base of multimedia
machines featuring an internal CD-ROM
drive at 2.46 million worldwide (an almost
2,000% increase) by the end of 1993. Yet, the
technophobia remains. While the results may
be as beneficial in the long run as the intent
of the alien robot in The Day The Earth Stood
Still, the presence of these new machines or
peripherals is significantly daunting to the
average computer owner.
The consumer looks with justifiable skepti-
cism at the idea that CD-ROM products will
lower the prices of software purchases.
Though some companies are selling products
that use the CD as a delivery-only mechanism
at less expensive rate than the same product
on floppy disk, consumers are reserving judg-
ment upon the claim that “We come in
peace.” Savvy consumers see yet another piece
of hardware that will be outdated in a short
time and worry whether the investment is
worth it or not.
Though CD delivery means shorter install
times and an end to the ritual of disk-jug-
gling, gamers find themselves particularly
wary. They see the new CD products coming
out with more sound, more video and, all too
many times, less game play. Too often, they
suggest, the “more” syndrome adds as little to
game quality as 3-D did to Creature from the
Black Lagoon and It Came from Outer Space.
They mockingly refer to Apple's QuickTime
as “LagTime” and lament the fact that multi-
media technology hasn’t quite come together
in terms of presentation. There are still time
lags, lip-synching problems, anti-aliasing
problems in integrating digital video with
rendered art, sound effect/music trade-off
considerations and SCSI compatibility issues.
It’s a threatening new world for many
gamers. Some software publishers are plan-
ning to publish strictly in CD format after
this Christmas. Many believe that it will be
hard to find floppy disk products on store
shelves by the second quarter of 1995. The
fact is that CD is here, now. So, in the tradi-
tion of those “Coming Attraction” trailers at
‘50s era drive-ins, we present our perspective
on the world of CD-ROM entertainment
software. With capsule reviews and a few
quick comments, we will attempt to telegraph
some of both the disappointment and excite-
ment with regard to the fact that — They’re
Here!
Page 20
Illustration by Brian Clarke
Computer Gaming World
Now Showing
At A CD-ROM Drive Near You
The 7th Guest: Consistently ranking high in our polls and a
proven bestseller, The 7th Guest is a CD-ROM showpiece and a
title that has remained unchallenged in its 3D-rendered beauty
until the recent release of Myst on the Macintosh. Though classified
as an adventure game, 7th Gtiestxs really an interactive puzzle-based
drama, a game whose traditional brain-teazers are woven together
by the haunting story of the mysterious Henry Stauf. If you have a
penchant for puzzles and want to see
and hear some of the most exceptional
computer graphics and music created
to date, scare yourself up a copy of this
game. Virgin Interactive
Entertainment Inc., DOS, -k, $99.99.
The Adventures of Willy Beamish:
Almost every adult has, at one time or
anqther, secretly harbored a desire to
relive childhood years. You can take
this wish to the vicarious extreme
here. As Willy Beamish, you play
tricks on your little sister, irritate your
teachers, and generally annoy the
adult world in ways Beaver Cleaver
never dreamed of. Of course, there is a
plot woven through Willy’s shenani-
gans with his faithful frog sidekick.
Horny: if Willy is able to get out of
detention and ditch his baby-sitter, he may be able to uncover a
toxic waste dumping scam. This wonderfully zany world, created
by JefFTunnell, is every bit as carefully rendered as his more serious
Rise of the Dragon, despite the fact that it is a cartoon. The CD ver-
sion should by rights be even more of a riot, with digitized and lip-
synched voices, but the acting adds little to the game, and it is fair
to say that some of the voices are miscast. Dynamix, DOS & Sega
CD, $59.45.
Alone in the Dark: Games for the computer often lack suspense,
but clever use of camera angles add a startlingly cinematic touch to
this Lovecraft-inspired tale. You have the choice of playing either a
male or female investigator searching for clues to the apparent sui-
cide of Jeremy Hartwood. Inside the 3-D haunted house you’ll find
ghosts, ghouls, pentagrams, demon-raising incantations, and all
kinds of occultic hocus-pocus. The floppy-based version was simply
the best horror game for the computer in years, filled with creaky
stairs, haunted pianos and more monsters than you can shake a cru-
cifix at. Enhanced on CD, the game offers better animation and
more eerie sounds, making the house of Derceto even more menac-
ing. As an added bonus, the disc includes an adventure game
vignette, Jack in the Dark, that introduces the sequel to Alone in the
Dark. Make sure to play with the lights off. I-Motion, DOS,
$69.95.
k 2MB or more HD space required
Battle Chess Enhanced: The game that brought animation and
humor to chess has been released in several different forms. One of
the first CD games on the market, the Enhanced version is still a
popular variation on the ancient game. Queens cast deadly spells,
Kings blast away with hidden revolvers, and lowly Pawns give arro-
gant Knights their comeuppance in ways the old chess masters
never imagined. Better artwork, smoother animations, and a much
stronger chess algorithm than its disk predecessors make the CD
version a good buy for both the casual and the serious chess enthu-
siast. Interplay Productions Inc., DOS/MPC & 3DO, $54.99.
Capitol Hill: Perhaps providing real evidence that politics is a
game, this product walks the would-be Congressional
Representative from junior politico to Majority Leader. Hundreds
of actual Capitol Hill photos and 45 minutes of video clips put you
right in the middle of legislative
debates. There are lots of decisions to
be made as you support or attempt to
kill various bills — you may even get
calls from that guy in the big white
house. The big filibuster, though, is
that this game, for all its promise, lacks
a real endgame to make it come to life.
The Software Toolworks, DOS,
$49.95.
CD-ROMIX! Prime, Freex and
Hardcase: It was inevitable that multi-
media would eventually invade every
aspect of our lives. One of the last of
the artistic holdouts was comics, but
now they get the full treatment in this
title. Malibu Comics’ best-selling
Ultraverse line is showcased here,
including some real collector’s items. Prhne # 1, Hardcase # / and
Freex # 1 have never looked better with high-resolution graphics
and visual effects, and the sound effects and rich musical score add
a new dimension to the traditional comic. The addition of inter-
views with the artists is another nice feature, but the tactile feel and
smell of a newly-printed comic hasn’t quite been captured by the
electronic medium as yet. CD-ROMIX!, DOS, $24.95.
Conspiracy: This cloak and dagger adventure game set in the
crumbling USSR of 1990 was originally released as KGB. The
mediocre game has been resurrected and embellished with the qual-
ity acting of Donald Sutherland and a new intro sequence.
Sutherland plays the part of the main character’s dead father, intro-
ducing the story and dolling out
advice in full motion video
segments. Since the orig-
inal game was not
written with the
Sutherland charac-
ter in mind, his
addition comes off a
bit strained: he is a
bit like a ghost that the
main character can con-
jure when he “just thinks about
The 7ih Guest, Virgin's graphic and sound showcase
Pane 22
Coiiipiiier Gaining World
'Fastest game on CD-ROM.
-New Media Magazine
«««««
MacHome Jovhnal
"The king of CD-ROM
ADVENTURE GAMES."
♦ I ##'* -MacUser Magazine
Available for Macintosh
AND Windows on CD-ROM
CyiBIIH
Circle Reader Service H90
, p|.
Y ou're one of the last free Earthlings left: your team on
Moonbase Lunicus will iiaVe to save the world. Grab
your cybersuit. Strap on the ol’ plasma cannon. Jump in
your shuttle and scream into the Are-fight of your dreams.
This lightspeed arcade movie brings you the best of
both universes: butt-kicking action with CD-ROM intensity,
and all of it with killer attitude! Hyper-real environments.
Skull-crushing music-tracks. Kick droid-butt against tough
odds that keep rising to match your skill. There’s no wait-
ing for anything, not even if you need to breathe.
It's a dirty job but somebody’s got to do it.
him.” Sutherland’s acting is first-rate, nonetheless, and the video is
played nearly full-screen, but pays a very heavy price in image reso-
lution to do so. The novelty of seeing a Big Screen actor in an
adventure game is about the only thing going for it. Virgin
Interactive Entertainment Inc., DOS, $74.99.
The Cybej'plasm FortnuLr: Victor Vector and Yondo, the time-
traveling field agents of The Museum of Fantastic Phenomena, arc
at it again. Their mission: journey to the late 21st Century and pro-
cure a supply of cyberplasm. It seems that the museum’s curator,
half-mechanical and half-humanoid, needs the cyberplasm to stay
alive. Since there must be a problem in order for this journey to
comprise a game, the only available source of cyberplasm is in the
hands of a menacing mob of marauding machines. An interactive
comic book for gamers eight years old and up, and fans of allitera-
tion everywhere, The Cybcrplmrn Formula provides for some enter-
taining, tongue-in-cheek, exploration and puzzle-solving. Sanctuary
Woods Multimedia, MPC/MAC, $39.95.
CyberRace: Sid Mead brings his name, if not his considerable
cinematic design talents, to bear on the software industry.
However, even the man who helped make Blade Runner w science-
fiction «(7/V success can’t quite pull off the same here. The game is a
space race simulator tiiat uses Voxel technology to render the alien
Stt^^uce-cC
I nterplay Productions has always been
at the forefront of CD-ROM gaming.
When they introduced Barrie Chess on
the CD-ROM in 1990, they were the first
company to enhance one of their games for
the new technology, and Battle Chess was,
for a few years, one of the only real CD
products amidst a lot of talk. Interplay
continues to heavily support CD gaming,
and has, in fact, built such a reputation
that Maxis has come to them for enhanced
versions of their games.
Buzz Aldrin 's Race Into Space CD:
Interplay has added multimedia booster
rockets to their strategy game covering the
U.S. /Soviet race into space. The low
frame-rate video footage of the original
release has been enhanced and extended
with full motion footage, including some
never-before-seen video from the Soviet
archives. The game has been significantly
tweaked as well, with the addition of E-
maii and modem play, a fully orchestrated
sound track, a new quickstart level, and
several new mission types, including a
manned trip to Mars. Only the astronauts
themselves had a clearer picture of this his-
toric period.
Castles 11: You’re unlikely to see a better
example of what CD-ROM can do for
gaming than in this enhanced version of
the original Castles 11. Around the fortress
of a solid strategy game, interplay has built
several multimedia battlements: fully spo-
ken, professioniilly acted game plots total-
ing 4-5 hours of speech; enhanced black &
white movie footage; 30 minutes of BBC
documentary film footage on castle build-
ing histor)’; and a fully narrated tutorial
that allows the player to jump into a game
in progress at several points. The package
also includes a source book of 10 historical
castles, with photos, film and voice-over
narration, and castle floor plans that you
can actually use in the game.
Lord of the Rings CD: With 25 minutes
of footage from the
Ralph Bakshi film,
and 40 minutes of
high quality CD
audio and digitized
speech. Interplay’s
Lord of the Rings
captures the flavor
of Tolkien’s epic
tale better than any
other computer
game adaptation.
You assume the
role of hobbit
Frodo Baggins, leader of the Fellowship on
a quest to destroy the Ring. An 8-minute
tutorial has also been added to help accli-
mate new players to the interface and game
play features.
ShnAnt: Maxis’ digital ant farm has
undergone a complete overhaul for this
enhanced multimedia version. VGA graph-
ics, a new sound track and sound eftects,
an incredible computer-rendered introduc-
tion, 30 minutes of full motion, full screen
animation, and 20 minutes of film footage
shot in the Arizona desert paint a pretty
picture of ant life. A full tutorial has also
been added, hosted by SimAnta, a digital
puppet created with Vactor-technology, a
character animation process that creates
excellent lip-synching and facial expres-
sions. SimAnta will walk you through the
basics of the game and allow you to play
while she comments on your progress.
SimCity: Maxis’ classic city simulator
comes to life with the help of Interplay’s
multimedia team. Using the original
SimCity game engine. Interplay adds a
beautiful computer-rendered introduction
sequence, full motion video segments of
professional actors, and real footage of nat-
ural disasters to heighten the drama of
SimCity life.
Newscasters will
bring our the
lighter side of
nuclear melt-
downs and torna-
does, while the
working class sims
will tell you about
the problems they
face in your city.
SVGA video sup-
port has been
added, as well as a
spoken on-line help system. Even in a life-
threatening crisis, SimCity has never
looked better.
Star Trek 25tb Anniversary CD: The
voices of the original Star Trek cast have
been beamed down to the CD-ROM ver-
sion of Interplay’s best-selling adventure
game. Now, the actual voices of William
Shatner, Leonard Nimoy and dozens of
other actors will speak the lines of a half
dozen original adventure episodes. The
game has been changed a bit to incorporate
a new ending, but the core game engine and
its strong writing remain the same. Gamers
who haven’t yet explored this familiar uni-
verse will definitely want to do so.
Past- 24
Computer Gamiii}’ World
for life
Crofim
Step hack in histor}' to llic time of the
War of the Roses. In England, racked by
civil war, the crown hangs hy a thread
and the throne is there for the taking.
Take coininand of your own faction and
begin the quest for the crown. Will you fall
!(► face the executioners blade? Or can you
<mtwit your opponents and win, for your
Actual screens ina)’ vary.
Based on the best selling strategy board
game, Kingmaker brings the intrigue and
anarchy of the !5th Century warring England
to life. No matter how many limes you play,
highly>so|)histicatcd artidcial intelligence
guarantees a challenge for novice and master
strategist alike.
Available at Leading Resellers, including:
Habbitges Comp USA Computer City
Electronics Roiitiqiie Egghead Radio Sback
Software Etc. Walden’s Software.
Sliiikc.spi'iirc'.s I’reul clraniu
Henry VI n'cmintN (lie Wur nl
the Ruses (hrmit'liiiiit KinKniiiker,
“Cnme. let ns four to dinner.
1 (hire SUV this (|iiiirrel will drink
blood unodier ihiy.”.
Coming Soon . . .
and Operation: Crusader-Part 1
of the World at War Series!
Cun yon iiliu'c yoiir cinnliihiU'
upon the tlirone? Or will you end,
us so inuny did, heiil Iteneutli the
headinun’s axe . . .
^ C
injimaki
Tiic Opposition jiii
tkroiigli •jtieligfd of yorfc. both
“Olilp ^bciian Olame Ql0mpattg
DIVISION OF MONARCH AVALON. INC.
4517 Harford Road, Baltimore, MD 21214
If Kingmaker cannot Iw found locally, please call fOLE FREIil I4i(K)-V99-3222
.Vvuilahle on: IKM PC' eoinpallhles.
Required: I'roeessor 2Sfi or heller.
Mill. 640K memory. Ili|>li Density
Hard Drive.Vt.A I’rapliie support
Adl.ih. Roland, SoimdUlaster
Sound support for dl^iti/ed speech.
.-\tso uvailahle: Commodore Aiiiigu.
I MB l■<'q(l. Mi) reconiniended.
Circle Reader Service #38
landscapes of its race course. While the racing can be mildly inter-
esting once you get beyond some awkward game mechanics, an
uninteresting plot and characters fail to keep interest, despite some
pretty neat artwork. CyberDreams, DOS, $69.95.
Day of the Tentacle: The disk version of this game was a fabu-
lous sequel to Maniac Mansion in which the world had to be saved
from a mutated tentacle in classic cartoon chaos. The CD version
adds not only full digitized speech for all of the characters, but the
acting abilities of Richard Sanders (WKRP’s Les Nessman) as our
hero Bernard, along with many other inspired performances. More
than the sum of its parts, the enhanced game involves you in the
characters’ plight, even as you’re splitting at the sides from the
madcap humor. Chuck Jones would have been proud. LucasArts
Entertainment Company, DOS, $69.95.
Dractila Unleashed: Those who sink their teeth into Dracula
Unleashed can count on many hours of haunting play in this
unholy whodunit from the creators of Sherlock Holmes, Considting
Detective. Live actors and sets add a strong cinematic realism to the
atmosphere of this interactive horror. Acting is excellent, with
memorably creepy performances throughout. There is a fair
amount of repetition involved, and retracing one’s steps docs get a
bit old after a while. Nonetheless, the experience is worthwhile for
anyone with more than a passing interest in the horror genre.
Viacom New Media, DOS, $69.95.
Dragon Tales: Rage of the Dark Alliance: Role-players are in for
a treat with this new 3-D adventure scheduled for a first quarter
release. Unlike The 7th Guest, which offered limited path move-
ment in each room, Dragon Tales features extensive movement
throughout, some rooms having over 200 pre-dcfined paths.
Created with 3D Studio 3.0, the game world offers a more realistic
environment for interaction. As the player moves about in the CD
version of this game (a floppy version will also be available), con-
tinuous movement and panning result in life-like first-person
movements. Though action similar to that of Shadoiocasterls incor-
porated, the primary focus is on puzzle-based play, where puzzles
often have more than one possible solution — but keep your sword
handy. The Software Toolworks, DOS, A-, $59.95.
Dune: When released in the 60s, Frank Herbert’s epic novel was
more than a sci-fi hit, becoming one of the first of that genre to
gain acclaim — and big sales — in more mainstream venues. The
Playing Outside The Lines
E ven as much as we enjoy gaming, we
must admit, however reluctantly,
that there are other reasons to “go
multimedia.” With this in mind, here is a
handful of other cool stuff available on CD
for your PC, all unique and stimulating in
their own right:
Dennis Miller: That's News To Me:
Described by the sardonic wit himself as a
series of monologues from a comic in a
padded cell designed by Steve Jobs, this
CD allows you to do what no producer
was ever able to do — control Dennis
Miller. Building off Miller’s strength as the
“newscaster” on Saturday Night Live and
his very topical stand-up routines, the pro-
gram allows you to select jokes based on
the months of 1993 and four different top-
ical segments (World News, Sports, Show
Biz and Politics). You pick a month, a cat-
egory and a specific news story; Dennis
takes care of the rest. $29.95. Macintosh
and IBM with Windows.
It’s a Wonderful Life: It’s certainly a
wonderful idea, transferring classic films to
multimedia. This somewhat uneven prod-
uct showcases both the strengths and weak-
nesses of the genre. The ability to read the
script while watching the film makes this
more than just a film on your computer.
but the picture quality still has a way to go
before it reaches television standards, much
less those of a good movie theatre. The
sound is hardly earth- or ear-shattering,
but in fairness, this approach would proba-
bly work better with a newer film. The
performances, especially that of star Jimmy
Stewart in the prime of his rich career, may
yet be savored here. A noble effort, this
title will please fans of the film, at least
until the technology improves enough to
leave it behind. MicroProse Software Inc.,
MPC, $79.95.
HBO Comedy Central: It’s
All Relative: The
Simpsons were
neither the first
nor necessarily the
funniest of America’s
dysfunctional fami-
lies, and this product,
the first release in Time
Warner Interactive’s
Short Attention Span
Theater shows why. It pre-
sents 51 short video clips of
stand-up comedians talking
about the dysfunctional
nature of their families. The
short video segments are indexed by several
subject areas and types of comedians
(Italian, Jewish, etc.), as well as alphabeti-
cally by name. The product also has a
screen-saver feature that plays video clips
randomly when your computer isn’t busy
gaming. IBM with Windows, $39.95.
MEGA Rock Rap’n Roll: Clever use of
pre-composed music bits allow you to pro-
duce your own pro-quality jam sessions at
home. Dissonance, distortion, wah-wah
and several other sound
effects constructed
through “tape loops”
can be used to emu-
late that big studio
effect. Your record-
ing genius can be
saved to hard
disk, or even cas-
sette cape, as the
program offers
instant mixing
and near-
effortless
editing. After just
a few minutes with the
interface, you’ll be grooving to the
Bop O-Rama, a music mixing program for
the musically-challenged. Paramount
Interactive, MPC & MAC, ir, $59.95.
Faiie 26
Computer Gamin^^ World
IN CYBiRlTRIKi.
ALL LiGINNMi WILL
TREATED FAIRLY.
THIN
DESTROYED.
Beaten ad the boxed
games? Done the arcades to
death? Try CyberStrikft“ the
wild new multi-player game
on CEnie where you hop into
a two-legged CyberPod and
battle it out against other
real live humans for control
of a virtual reality city. The
action's fast and furious. But
even if you’re new in town,
you won't get blown to
Kingdom Come. Well, not
right away at least. In fact,
CyberStrike is so easy to
learn, you might actually
live long enough to waste
someone else first. And best
of all, it only costs three
bucks an hour.* So strap
yourself inside a Pod and
come out shooting. You’ve
got nothing to lose. Except
your life.
GEnie.
multi-player games
100% ORGANIC OPPONENTS
SIGN UP NOW: 1. Set your modem
for half duplex (local echo] at 300,
1200 or 2400 baud. 2. Dial toll free
1-800*638-8369. Upon connection,
enter HHH 3. At the U # = prompt,
enter JOINGENIE then press RETURN
4. At the key code prompt enter
AJC423 5. Have o major credit
card or your checking account
number reody. For more informa-
tion in the U.S. or Canada, call
1-800-638-9636.
“Here’s the fine print. CEnie multi-player games and support services are $3.00 an hour in non-prime time: 6 p.m. to 8 a.m. local time Mon.-Fri., all m.
day Sat. and Sun. and selected holidays. There's also an $8.95 monthly subscription fee. Each month, you'll get credit for up to four hours of non- =^c MmUTrSOniC’i
prime time usage. Any surcharges ineuned apply to all hourly usage, including your first four hours. • ■ 1 ■
Circle Reader Service #59
film should have been bigger than Star Wars, because it liad all the
elements of a hit: strong characters, dastardly villains, politics,
intrigue, and an action-packed plot. Somehow, the best elements of
the book failed to translate to the big screen, and when the game
was released, it suffered much the same fate. Of course, the most
obvious solution was to take elements from the film and game to
form a new product. Strange as it sounds, this cult marriage is fair-
ly successful. Many of the actors come off better on the PC screen
than they fared in the real cinema, and the addition of digitized
speech spices up many of the dull parts of the game. If you have
more than a passing interest, hop on an ornithopter and grab this
game — just watch out for the worms! Virgin Interactive
Entertainment Inc., DOS, $99.99.
F-15 Strike Eagle III: As this classic flight sim has progressed
through its three versions it has steadily improved its graphic look
while keeping its hard-edged simulation core intact. Although the
game is not on the cutting graphical edge, the carefully rendered
artwork still has a definitely pleasing photo-realistic style which
adds immensely to gameplay. The CD adds some 15 minutes of
gorgeous intro footage, a couple of new scenarios, and a very useful
rutorial on the plethora of armament for this versatile fighter.
Movie Select: In a quandary about
which video to rent for the night? This
program has guides to some 40,000 video
titles, each with capsule summaries. Films
are listed in 23 categories, so that every
fan’s desires can be satisfied. Look for par-
ticular directors, stars or genres, while
Movie Select gives recommendations based
on your desires. You can even print lists of
your favorites to take with you to the video
store. As a bonus, the CD version includes
movie-theatre style previews of just-
released videos. Not yet the interactive
Siskel and Ebert, but still a useful tool for
the film fan. Paramount Interactive, MPC,
*,$59.95.
Personal Daily Adrenaline,
Earth and Paradise: These programs offer
different versions of daily planners for the
computer age. Earth has a real nature-film
authenticity to its look, while Paradise
looks as though you’ve been dropped into
the middle of a sports swimsuit issue. Tons
of quotes, trivia from Isaac Asimov and
access to spreadsheets and word processors
are but a few of the conveniences offered
by this useful product. The addition of
voice recognition software makes you
almost feel as if you have a secretary close
at hand. Media Vision, MPC, *, $59.95.
The Sporting News Mnltimedia Pro
Football Guide: You can host your own
NFL highlight show with this multimedia
Overall, a good buy for cither the novice or veteran sim enthusiast.
MicroProse Software Inc., DOS, *, $79.95.
Gabriel Knight: Sms of the Fathers: Gabriel Knight is as differ-
ent from other adventure games as a fine wine is from the local
drug-store brand. Certainly the game is well-plotted, and the
design is sound throughout. In Gabriel Knight, though, there are
no emptily pretty scenes, no gratuitous bits of sound. Everything in
the game contributes to an atmosphere possessed by no other com-
puter product before or since. In the CD version — the only one to
own — voices of major actors (Tim Curiy, Mark Hamill) call like
sirens to the gamer, who is gladly seduced farther and deeper into
this impeccably crafted and terrifying world. Challenging and
thought-provoking, an experience not to be missed, for those
mature enough to handle it. Sierra On-Line, DOS/MPC, *,
$69.95.
Gobliiins Multimedia CD: The King of the Goblins has lost his
wits, and it’s up to three of his goofy subjects to find them. This
French puzzle game with an adventure style interface is ever so cute
and challenging, and the physical, Three Stooges-inspired comedy
is perfect for the younger computer gaming set. You control the
product. A reference work in the
Compton’s tradition, this CD features sta-
tistics on all NFL players since 1980, video
highlight clips from the 1992 season. Hall
of Fame stories and video clips for some
players, and a trivia game. The trivia game
features an on-screen football
field across which players
advance by answering mul-
tiple choice questions cor-
rectly. Unfortunately, it
features no artificial
opponent to test one’s
gridiron trivia prowess
Nonetheless, this elec-
tronic equivalent of an
NFL encyclopedia
offers plenty of
information to be
explored.
Compton’s New
Media, IBM with
Windows, * ,
$39.95.
Wi}ies of the
World: More than a coffee
table book on the computer. Wines of the
World not only offers color photos, literate
text and understandable flow charts on
Wine Appreciation, Wine Regions and
Wine Quality, but it also features a useful
tool called the Wine Browser. The Wine
Browser is a database that contains notes
on U.S. -produced varietals, Bordeaux
wines. Personal Wines (user-customized, of
course) and Port. You can search by vari-
etal, producer, vintage, rating, price or
value, with space provided to enter your
personal tasting notes. Multicom
Publishing Inc., MPC/MAC, *. $59.95.
Xplora 1: Peter Gabriel’s Secret World:
Peter Gabriel’s pioneering musical and
technological spirit are captured
vividly on this CD.
• • . _ Nearly two
;■ hours of
/ stunning
video footage
/ and 30 min-
; utes of audio
/ combine with
j more than 100
/ still images to
/ allow you to search
/ through the mak-
/ ing of the Us
album, view the
filming of the Kiss
That Frog video, or
sample music of 40
eclectic artists from
around the world. While
viewing artwork, videos or backstage shots
at the Grammy’s might be interesting,
explorers will have the most fun remixing
their own Peter Gabriel music videos and
joining in on jam sessions. Interplay
Productions Inc., MAC, *, $44.99. cgw
Page 28
Compulcr Gcimiiif’ World
There's more to games than a mouth that sort
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It's ReelMagicf the new MPEG playback adapter.
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1/4 VS. FULL SCREEN Now you
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bigger than life.
Say adios to wimpy
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And phony scenarios. ReelMagic pumps up the reality meter so you
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We've also included Activision's Heturn to Zork so you can
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Circle Reader Service i198
three gobliins with the mouse, using each character’s unique skills
to solve the “now, where do I use this object?” puzzles. In its
“enhanced” form, it has a much improved sound track along with
new spoken word vignettes sprinkled between the puzzle levels.
Sierra On-Line, DOS, 'k, $39.95.
Gobliins II: The sequel to Gobliiins is no less entertaining than
the original, though it does star one less animated goblin. In this
trip through animated adventure/puzzle land, two imps, Fingus
and Winkle, must work as a team to rescue the Goblin King’s kid-
napped heir. The game play is similar to the original, though the
interface has been simplified, and there is much more sound and
digitized voice acting than in the enhanced version of the first
game. Sierra On-Line, DOS, tV, $39.95.
Great Naval Battles: North Atlantic
1939-43'. In some respects, this game is a
cross between disk space-intensive games on
CD such as Jutland, and more traditional
fare. The game requires SMB bur has hun-
dreds of authentic WWII images accessed
directly from CD. The game features addi-
tional menu options, including hidden
movement of other task forces. AH the
expansion disks and editors are included on
the CD version, making it a good buy for
aspiring captains of the Bistnnrck, or other
great ships of the era. It would be hard
indeed to find a more comprehensive simula-
tion of ship-to-ship naval warfare in WWII.
Strategic Simulations Inc., DOS, A, $70.00
Hell Cab: Aesthetically resplendent, but
rather simplistic in terms of game play. Hell Cab is a case of new
technology meeting old game design. In much the same way as the
old Cinemaware games, we were enamored with the graphics but
le.ss than enchanted with some of the game play. In this adventure
game with timing-sensitive action sequences, the gamer takes on
the role of a modern New York tourist who ends up in a taxi des-
tined for the land of eternal punishment. If you have trouble play-
ing games “to save your life,” imagine what it’s like trying to win a
game in order “to save your soul.” Time Warner Interactive, MFC
&MAC, $99.99.
The Horde: Kirk Cameron, teen star of TV’s Growing Pains,
plays the role of Chauncey, a clumsy young oaf charged with turn-
ing a tepid swamp, an arid desert, and an arctic wasteland (among
other undesirable plots) into productive farmland. As if this
weren’t difficult enough, Chauncey must defend his farms from
the Horde: a species of ravenous mouths-with-legs. Developed by
Games For Bob (Paul Reiche, Fred Ford), The Horde is a wild and
wooley action/strategy game that combines resource management
with scrolling hack-n-slash action. Interspersed between game lev-
els are full motion video clips that chronicle Chauncey’s success
and his developing relationship with the King and his Evil Advisor.
Excellent acting and game play combined with twisted humor
(centered upon a disturbing preoccupation with cows) should
make this one a winner. Crystal Dynamics, DOS & 3DO, $59.99.
Hyper Backgammon: You can sharpen your backgammon skills
against a wizard AI in this quick-playing game. It is quick-playing
for two reasons: there are only three scones per side, and the AI is
fast. The game’s graphics aren’t anything special and there isn’t a
soundtrack, but since the game doesn’t require much disk access,
you don’t even need to put the game on your hard drive. It plays
very nicely when it comes straight off the CD, even with a single-
speed drive. ROM TIME, DOS, $39.00.
Inca Midtimedia CD: Offering the same blend of arcade action
and puzzle-solving play of the diskette version, Inca Multhnedia
CD adds to the playing experience and atmosphere by incorporat-
ing a New Age CD quality stereo soundtrack (employing authentic
Incan instruments) and crisp, digitized voices. Otherwise, play has
changed little from the original
release, sporting puzzles of mod-
est difficulty and joystick bustin’
action sequences. So, if you don’t
mind a good dash of action
mixed in with your puzzle-solvin’
fun, Inca can offer it in plenty.
Sierra On-Line, DOS, A,
$49.95.
Indiana Jo7ies and the Fate of
Atlantis: Indy! Coyne quickly!
They've taken the luords off the
screen ayxd replaced than ivith
speech! VWy'xng the disk version of
Atlayitis is fun, but in many ways,
it’s just another adventure game.
What the CD version does is use
full speech throughout to trans-
form the game into a fine approximation of an Indiana Jones film,
with you as the main character. The acting is excellent, the action
more gripping than ever, simply because it can be heard rarher than
read. It’s like going from silent films to talkies. If you want a good
reason to purchase a CD-ROM, look no further. LucasArts
Entertainment Company, DOS, $69.95.
Iron Helix: The 3-D rendered interior of a starship with a mind
of its own is the setting for this game of hi-tech cat & mouse. You
control a defenseless probe as it tries to wrest control of a starship
from a renegade AI while avoiding the pursuit of a probe-eating
defender robot. The pace of the action is not as break-neck as the
game’s billing likes to pretend, but the game promises several hours
of intense, strategic duck n’ jive against an aggressive and efficient
AI. Be warned, though: when those several hours are up, there is
very little replay value. Spectrum
HoloByte, MPC & MAC,
$99.95.
The Jouryieyynan
Project: For whatev-
er reason, a large
number of CD
games share a com-
mon science fictional
motif, probably because
of the high-tech flair associ-
Gamers once again play space-time seamstress
in Presto Studios' The Journeyman Project.
Pane 30
Computer Gaming World
Circle Reader Service 11116
iEKPLOSIVENEURDDITl
TO THE JUDGNENT RITES
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Interplay is an authorized user.
ated with the genre. While Journeymnn posse.sses some of the trap-
pings, it avoids many of the pitfalls of its competitors. Gamers
familiar with Poul Anderson’s novels about the Time Patrol will
feel very much at home here, as they attempt to repair rips in the
fabric of time. The guardians of the True History must be ever vig-
ilant as they travel through wonderfully-rendered 3D worlds, fol-
lowing the intricate plotline. Solid acting by real pros blends with
the evocative soundtrack to provide a refreshing experience for
most any gamer. Definitely a game with which to wow the neigh-
bors. Presto Studios Inc., MPC & MAC, CD Only, $99.95.
Jutland is one of the few naval engagements that rival
Trafalgar in scope and grandeur. This CD-only game is appropri-
ately grandiose, although it attempts a bit more than it can actually
pull off. Real-time combat fits in well with the tactical feel, some-
what resembling tabletop miniatures in style and function.
Gunnery tables showcase the effective penetration power of shells
versus various types of armor thicknesses, fitting well into the com-
plicated ballistics model. Wargamers will likely be disappointed
from a historical standpoint, as tlic torpedo boats which caused
Jellicoe to turn his fleet away are given short shrift in the game. In
fairness, most boardgames have also ignored this aspect of the bat-
tle, and they certainly didn’t look as crisp and ocean blue as
Jutland — but then they didn’t take up 20 MB of hard drive space,
cither. Software Sorcery, DOS, 'k, $89.95.
King’s Qiiest V: Sierra’s first King’s Qiiest title to make its way to
CD-ROM, King's Qiiest V: Absence Makes the Heart Go Yonder!, is
a product that leaves its players with mixed emotions. Though it
employs over 50 voice actors and offers a rich stereo soundtrack,
the quality of the voice acting covers the gamut from excellent to
mediocre and, in some cases, can grate on the nerves. Nonetheless,
if you have not yet played this title, it is an excellent animated
adventure with a solid story continuing the exploits of King
Graham, a game the whole family can enjoy. In spite of the het-
erogeny of the voice talent, the CD version is preferable over the
floppy edition as the other enhancements are excellent, and the
game can be played directly from the CD. Sierra On-Line,
DOS/MPC, $44.95.
King’s Qtiest VI: King’s Qiiest VI: Heir Today, Gone Tomorrow
features quality vocal talent throughout and audibly displays that
Sierra learned from their previous error, employing professional
actors rather than using existing staff members for voice-overs.
The
Busytown: Based upon The Busy World
of Richard Scarry, Busytown introduces
children ages 3 to 7 to lovable characters
like Huckle Cat and Mr. Frumblc as they
learn addition and subtraction, pattern
matching, counting, problem solving and
reading. Whether building a house or
becoming a firefighter, Busytoiun is playful
learning at its best. Paramount Interactive,
MPC, -A-, $59.95.
Forever Groiving Garden: Watering
your computer is probably not a good idea,
but watering the plants in your garden is a
daily affair, even if your garden is a digital
one. Young gardeners can sprout vegeta-
bles, flowers and decorative hedges in one
of three garden sites: home, castle or farm.
A Garden Growth Speed-O-Meter allows
growth time to be adjusted so that one day
equals one day, one day equals one second,
or anywhere in-between. Whether you
have a green thumb or not this garden sim-
ulator will provide much soil-spading fun.
Media Vision, MPC/MAC, $49.95
Microsoft Dinosaurs: Kids’ obsession
with dinosaurs long preceded Jurassic Park,
but the hit film has only fanned the flames
A B s of
Multimedia For Kids
of the dino-craze. Included with this silvery
disk of dino delights is a copy of the Dino
Times, the official
newsletter of The
Dinosaur Society, and
.several classy dinosaur
decals. The real meat
of this package, of
course, is the
Dinosaurs program
itself, a multimedia
encyclopedia that
chronicles the his-
tory of these
ancient lizards.
Graphics, videos
and audio effects
are superb, and
the interface is a model of
design and user-friendliness. If you want
the best resource available on those won-
derful and terrifying animals, then
Microsoft Dinosaurs is your best bet.
Microsoft Corporation, MPC, k, $79.95.
Peter Pan: A Stoiy Painting Adventure:
If you want to reinforce your children’s
(ages five to nine) learning skills, Peter Pan:
A Story Painting Adventure offers a unique
and entertaining way to do so. An adapta-
tion of the classic children’s story, this title
allows kids to “paint their way” out of puz-
ling situations using well-
known computer
painting tools like a
sprayer, eraser, paint
brush and pencil.
Afraid of the sharp
edge on Captain
Hook’s sword? Grab the
paintbrush and turn it
into a banana! Over 30
scenes are featured with
hundreds of possible solu-
tions. Electronic Arts,
DOS, ☆, $49.95.
Putt-Putt Goes to the
Moon: Following the success
of their exceptional edutainment title for
young children, Fatty Bear’s Birthday
Surprise, Humongous has once again
attained orbit with Putt-Putt Goes to the
Moon. Directed by Ron Gilbert (of Monkey
Island fame), Putt-Putt Goes to the Moon
provides a fun learning adventure for chil-
Page .U
Compurcr Gaiiting World
Although the game can be played directly from the CD if so
desired, installation of additional data will speed up play. Overall,
the game features a nice, fairy-tale plot, fair but difficult puzxles,
and Sierra’s traditional excellence in sound and graphics. It is a
much improved product over earlier multimedia efforts and a wor-
thy heir to the King’s Qiiest lineage. Sierra On-Line, DOS/MPC,
$49.95.
Klotski: T\\\s admittedly budget offering is hardly Tetris, but it
is addictive enough to stay on the hard drive for some time. A pure
puzzle game, it requires moving blocks around so a particular block
can “escape.” Some of the puzzles require non-linear thinking,
while others are fairly straightforward. Something to enjoy with the
evening tea, for those who want more of a mainstream brain-drain-
er than, say, The Incredible Machine. Quanta Press Inc., DOS,
$19.95.
The Labyrinth of Time: Essentially a traditional adventure game
cast from the raw material of multimedia, The Labyrinth of Time
features a relentless maze in both space and concept. King Minos is
back in the labyrinth-building business and, if successful, he will
use the mystical powers associated with the “labyrinth of time” to
control all space and time. The player has been plucked from
his/her own work-a-day life to face the immortal tyrant, and the
rest is revisionist mythology. The graphics arc impressive, from the
film noir introduction to the lavish sets of Ionic columns, and the
soundtrack offers the gravity to be expected from a Classical Greek
theme. Though mythology and time travel interbreed seamlessly.
its depressingly empty world and staid adventure game mechanics
create a game that is less than timeless. Electronic Arts, DOS &
CD32, $59.95.
Laura Boiv in the Dagger ofAmon Ra: Mystery fans will relish
the intrigue, secret liaisons and hidden agendas of The Dagger of
Anwn Ra, not to mention the swelling tide of murders occurring
throughout this adventure. The sequel to The Colonel's Bequest
finds our heroine, Laura Bow, in a much more believable 1920s
setting, with Art Deco very much in evidence, and hard-boiled
characters in nearly every scene. Audibly enhanced from the origi-
nal floppy release and featuring a competent cast of voice actors,
this second Laura Bow adventure calls on the player’s attention to
detail and deductive reasoning skills to solve the theft of the infa-
mous dagger and expose the murderer before becoming the next
victim. Hand-painted art, emotive stereo soundtrack, deep puzzles,
and a convoluted storyline ail combine to make this multimedia
game a winner. Sierra On-Line, DOS/MPC, $49.95.
The Legend of Kyrandia: Westwood’s first Fables & Fiends title
is an excellent, if somewhat short, adventure. Stunning graphics
and sound initially brought the fantasy world of Kyrandia to life.
Now, with the release of the CD-ROM version, digitized voices
have been added to further immerse the player in the richness of
the gaming world. The Legend of Kyrandia is a quality product
throughout. If Westwood would just release the CD version of
their titles first, they would have few detractors. Westwood
Studios, DOS, CD Enhanced, $74.99.
dren 3 to 8 years old. The goal; learn how
to cooperate while helping Putt-Putt and
his friend Rover (a moon rover) accom-
plish a few good deeds for the moon peo-
ple and repair a rocket to return to earth.
Putt-Putt offers a classic adventure
experience for children
(and adults).
Humongous
Entertainment,
DOS, $49.95.
Sitting on the
Farm: It doesn’t
take very long for
a picnic lunch to
turn messy when a
little girl is joined
by a menagerie of
delightful animals.
The first I-Learn
tide for kids ages 7 to
1 1 offers four modes
of interactivity:
Listen-Along, for lis-
tening to the story
being read; Rcad-Along,
allowing a child to record her own voice;
Sing-Along, for listening to and recording
with the music; and Write-Along, for cre-
ating new stories. Designed primarily to
develop reading and writing skills, and
encourage creativity. Sitting on the Farm
stands up well as a fun educational tool.
Sanctuary Woods Multimedia Corp.,
MAC. ☆, $59.95
Sound It Out Land: This is one of the
few educational programs chat uses phonics
to teach reading skills. In the guise of a
musical theme park, this
program uses songs and
objects to teach reading
and recognition skills.
From Sing Along Sam to
Vowel Owl, Sound It
Out Land offers young-
sters eye and ear candy
of the most nutritious
kind. The six original
songs included can
also be played on
audio CD players.
Conexus, MPC,
$49.95
The Tortoise
and the Hare: An
age-old tale from
the fables of Aesop,
this story — one that extols the
virtue of steady work as opposed to hur-
ried, sporadic efforts — springs to life in the
hands of Broderbund’s Living Books
group. Children ages 3 to 8 can either lis-
ten while the story is read aloud or interact
with the story by exploring screens that
hide dozens of silly animations. In either
case, there is certainly no shortage to the
entertainment value or hilarious antics in
The Tortoise and the Hare. Prepare for
many hours of learning fun with this inter-
active picture book. Broderbund Software
Inc., MPC & MAC, $39.95.
TuneLand: Starring Howie Mandel as
Little Howie, TuneLandis the first title in
a new, and aptly named, Desktop
Playground series. Children (ages 3 to 103)
can anticipate endless hours of giggles and
play as they learn basic computer skills and
interact with the comical on-screen antics
of Little Howie. Countless animations and
a bevy of favorite children’s songs and
rhymes contribute to each scene in this
interactive musical cartoon, making it a
wholly captivating experience for both
children and their parents. 7th Level,
MPC, $49.95.
Where in the World is Carmen
Sandiego Deluxe: This educational
sleuthing game needs little, if any, intro-
duction. From Nickelodeon to Saturday
morning cartoons. Carmen Sandiego is a
well known figure. The CD-ROM version
of this best-selling game adds substantial
value to an already excellent game.
Enhancements include digitized photos
from the National Geographic Society,
music from the Smithsonian/Folkways
Recordings, and The World Almanac &
Book of Facts. Go ahead, enlist as an ace
detective with the ACME Detective
Agency and track Carmen down in this
educational adventure. Broderbund
Software Inc., MPC & MAC, 'k, $60.00.
April 1994
Page 33
Loom: Brian Moriarty’s beautifully spun tale of Bobbin
Threadbare and his quest to mend the fabric of time receives addi-
tional embeiiishments in its CD-ROM form. The game package
actually includes two CDs: Loom the Audio Drama, a 30 minute
story that sets up the game’s characters and setting, and the Loom
the Game, which feaures full spoken dialogue and an enhanced
soundtrack. Though a few years old, Looms unique music-oriented
interface, strong story-telling, and incredible graphics still stand up
to more current adventure games. Unfortunately, the CD-ROM
version does nothing to address the only criticism ever leveled
against the game — it’s too short. Still, it is an excellent game for
the new computer gamer.
LucasArts Entertainment
Company, DOS, CD Enhanced,
$99.95.
Lost in Time: Combining a
3D game world with digitized
video to achieve a look similar to
that of Inca, Coktel Vision trans-
ports you back to the year 1840,
where you must prevent a mur-
derous fiend from killing your
ancestors in classic time-travel
fashion. The game begins with
your attempt to escape from a
prison cell in the hold of a
Spanish Galleon. Though game
play is interesting and movement
through the 3D world is fluid,
the digitized video does not seem as crisp, nor does the music offer
the emotive force of that employed in Inca. Additionally, some
puzzles border on the obtuse, but there’s still enough going on to
entice those gamers who missed catching reruns of Time Tunnel.
Sierra On-Line, DOS, $39-95.
Lunicus: In this arcadish action shooter, the player is part of a
team charged with zapping alien droids who have overrun Earth in
2023. As with most games of this ilk, the background info is super-
fluous. The game cleverly incorporates programming enhance-
ments to speed up CD-ROM access times and enable “high speed,
fluid motion” action. Fircfights through mazes in three cities arc
challenging, but graphics quality is mixed and begs more realistic
detail. Cyberflix, MAC, A, $79.95.
Mad Dog McCree: From the arcades to the desktop, American
Laser’s Mad Dog McCree sets its sights on the gamer with the
fastest mouse, as gun-slinging action comes home. Based on the
arcade hit, this real-motion interactive shoot-em-up game brings
exciting action to PC compatibles, complete with ambushes, bank
robberies and scalawags galore. The CD version is not as fast on
the draw as its heritage would lead you to believe. Even so, there’s
plenty for the sheriff to do. Rescue the mayor and his daughter and
rid the town of Mad Dog and his pack of outlaws, but make sure
to practice shootin’ some bottles first. If your aim is off and you
take three bullets, you’ll be pushin’ up daisies. American Laser
Games, DOS, CD-I & 3DO, $59.95.
The Madness of Roland: Stx. in Medieval France, this is the story
of the paladin Roland, a knight in service to Charlemagne who
won the magic sword Durendal from the Saracens. More a book
than an adventure game, Roland incorporates Hypertext,
QuickTime video, and full spoken dialogue to tell the tale of
Roland’s decent into madness from the perspective of several char-
acters. With textual commentary from the likes of Carlos
Casteneda, Carl Jung, and Anais Nin, its use of art and acting to
add another dimension to the text, and its “mature” treatment of
the story make it a decidedly adult, and decidedly interesting, tale.
A significant step in interactive fiction’s quest to define itself
Compton’s New Media, MAC, CD Only, $59.95.
The Magic Death: Virtual
Murder 2: A beautiful, Nobel-
prize winning anthropology stu-
dent has been murdered in a
Voodoo ritualistic killing, and
you have six virtual hours to fig-
ure out whodunit. The play is
very similar to ICOM’s Sherlock
Holmes series of games. After
finding clues at the scene, order-
ing toxicological exams, and
reviewing QuickTime anima-
tions of videotaped interviews
with suspects, you’ll be able to
solve this attractive, engaging,
well-scripted mystery. Creative
Multimedia, MPC, $49.99.
Man Enough: If you’ve ever
wondered what an interactive dating service would be like, Man
Enough should give you a clue. The object of the game is to win
and not to score. You win by getting to know five lovely NPC
ladies through menu-based conversations accented with boudoir
photos. If you can successfully captivate their minds while follow-
ing the conversation trees through five different dates, you get to
go on a dream date with the lovely woman pictured on the pack-
age. Well. ..you get to go on a date via the magic of photography.
Learning to match potential coversational gambits with each artifi-
cial woman’s personality is the primary activity in the game, but
the designer did experiment a bit with interactive video during the
Paintball segment. The denouement seemed kind of cute, but
knowing this male-oriented hobby, we know that some gamers are
going to be more annoyed than amused. Tsunami Media, DOS,
$79.95.
Microsoft Golf: Sporting a famil-
iar look, this could easily be
called “Son of Links
comes to your favorite
golf course." While
the resolution can-
not equal Links
386 — and what
could? — it does use
Windows’ 256 colors
to good advantage.
Broderbund's Myst has established the current high-water
mark in gaming graphics.
Frige .14
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Circle Reader Service #70
Circle Reader Service if 33
Despite a staggering amount of detail, screen re-draw speed is not
bad, provided the game is played on a fast 386 or better. Lots of
informational screens and different views showcase a very user-
friendly product. Torrey Pines, included with the game, is a fairly
easy course, yet still offers a variety of challenges for the beginner or
veteran computer golfer. Video tips from pros have full voice and
are thus more like a real golf lesson. Certainly cheaper than most
actual golf courses, with the comfort of putting in your own living
room (or office). Microsoft Corporation, MPC, * S64.95.
Might & Magic: World of Xeen:^ew^ 0 T\d's popular Worldof
Keen has been available since the release of Dark Side of Keen simply
by installing Chads of Keen and Darkside on the same system.
Now, with the release of World of Keen CD (on two CD-ROM.s),
several enhancements make it the preferable choice for playing this
expansive role-playing combination. Over 200 talking characters
are interspersed throughout the game world (though some just
offer greetings), featuring over two hours of digitized speech. Music
of 1 6-bit CD audio quality is also provided. Xcen is playable direct-
ly from your CD-ROM drive, requiring only minimal hard drive
installation. New World Computing, DOS, $69.95.
Mo]-phviau: T\i\s first release from Dynamic Dimensions com-
bines 3D animations with Microsoft’s Video for Windows to pro-
vide an interesting game concept, though it’s decidedly lacking in
interaction. Our superhero, Morphman, on a quest to rescue a kid-
napped scientist, has the ability to transform into any creature he
has “sampled” with his molecular sampler. Unfortunately, the
transformations are automatic: you have no say in when or what
Morphman morphs into. It often feels like there is little you can
really do, with play reminiscent of Readysoft’s Dragon’s Lair and
Space Ace. You simply perform the right mouse click at the right
time. Dynamic Dimensions Development Inc., MPC, $49.95.
Myst: There’s no question that Myst is an artistic mastciwork:
the incredible, rendered artwork, the sound, QuickTime video
clips, and their composition are superb. As for game play, it’s veiy
much standard adventure game fare. A lone righter of wrongs, you
must unravel the mysteries of Myst Island and find out who is
destroying a library of books with the power to transport readers to
other worlds. Puzzles abound, and there are many interesting toys
to noodle with, but the sights, the sounds! These are what Myst will
be remembered for, and what plants it firmly on the top of the
Mac multimedia heap. Broderbund Software Inc., MAC, $59.95.
Power Modeler: Backroad Racers and Potuer Modeler:
European Racers: A true hybrid product, the lolks at Revell have
thoughtfully included a real model car in the game for those ol us
who like the smell of new plastic and modeling glue. The CD
allows the prospective racer to paint and design his own car right
down to a personalized license plate. What keeps this from being
merely a cute software toy is the option to drag-race your model
car masterpiece on four different tracks. In some respects, the
designers go a bit too fat' — you can be arrested by the model police
on the way to the virtual race track' — but for the most part It’s a
good ride. Just don’t expect this to be Hot Wheels meets Indy Car.
Revell-Monogram Inc., DOS, CD Only, $69.95.
Qjtantum Gate: The line between genres continues to blur with
this VirtualCinema product not exactly an adventure game, but
hardly cinema either. Despite the too-politically correct theme of
saving a dying Earth 60 years in the hiture, this nonetheless packs a
good entertainment punch. The Windows interface encompasses
both 3D movement and arcade sequences, with the player even
being able to access on-line computer terminals in classic sci-fi
Circle Reader Service #34
Page 36
Coiiipiiier Ganiiiig World
I"
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Circle Reader Service #71
CLfiARfY, SofflETHinG H^s STArTlEd niR: C©w,
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pARms. Huts. KnicHTs. People to
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LIT THEn YOU GET THESE VISITORS.
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AHD THEiR GUTS GET ALL OVER YOU
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o
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tHE HORJDF
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Circle Reader Service # 5 1
IBM' PC
PC-CD
& 3DO
Style. Video segments offer the option to
look at close-up windows of people you
speak with, enhancing the feeling that you
are a character in a movie. Still, the inter-
face often intrudes into the action in ways
that games of simpler plotlines, such as
Doom, do not. The acting is fine, the game interesting, but it’s still
a game — not the great leap beyond the marketing folks would have
you believe. MediaVision, MFC, $79.95.
Rebel Assault: LucasArts’ interactive telling of the Star Wars tale
seems to have split gamers into two camps — those that absolutely
love it, and those that absolutely don’t. All agree that the combina-
tion of video footage from the movie and marvelously rendered
graphics is incredible, giving gamers the feeling of actually taking
part in the movie. This experience is enough for some, but others
find fault with the game play, which is very limited and very repet-
itive. As a young Rebel recruit, you must blast your way through
wave after wave of TIE Fighters, Star Destroyers, Stormtroopers,
Imperial Walkers and whatever else is worth blasting in the Star
Wars universe. Come to this one expecting a good show, but be
sure your trigger finger knows what your eyes and ears are getting
it into. LucasArts Entertainment Company, DOS, $79.95.
Return of the Phantotn: The legendary Phantom of the Opera
has returned; this time, however, he talks. Not well enough to send
chills up your spine, mind you, and not in every instance, but he
does reel off a few lines. A quick enhancement of the floppy ver-
sion, this “talkie” CD needed more rehearsals prior to release.
With no heir to Lon Chaney in evidence, the vocal talent leaves
much to be desired in this otheiwise enjoyable animated adven-
ture. The text boxes are still intact, and no animation for lip move-
ment is employed for the close-up character portraits, giving the
whole thing the feel of a poorly subtitled foreign film. Still, if the
price is right, the CD version is preferable as it requires very little
hard drive space to install. Fortunately, speech can be toggled off.
MicroProse Software Inc., DOS, $59.95.
Return to Zork: Updating and expanding a classic is similar to
reinventing the wheel, but Activision manages a pretty good ride.
A bizarre amalgamation of fantasy, modern and mythical worlds is
somehow blended by a marvelous visual and sound presentation
into an unusual whole which adds to the Zork universe. The acting
on the full-voice CD is quite good with but a few notable excep-
tions. Veteran Zork travelers will be disturbed by the changes
wrought in their beloved land, and they may have a little trouble
with the new interface. Still, the many plot twists and engaging
characters will keep most players engrossed and might even give
younger gamers a hint of what all the excitement was about back
in the old 8-bir days. Activision, DOS, Vr, $79-95.
The Secret of Monkey Island: hn award winning adventure clas-
sic by Ron Gilbert, Monkey Island oKcss up LucasArt’s famous
humor at its best. From the hilarious sword-fighting banter to its
jammin’ reggae soundtrack and 300-pound voodoo priestess, this
rale of scurvy sea-dogs and ghostly pirates aims to please and hits
the entertainment mark dead-center. Though game play has not
been augmented, CD quality audio is provided, as is the full game
text in five languages (English, French, German, Italian and
Spanish). For an adventure you’ll long remember, raise your cup of
grog, Matey, and sign on for the voyage to Monkey Island.
LucasArts Entertainment Company, DOS, $59.95.
Sherlock Holmes, Consulting Detective I, II & III: With each
volume in the series, Sherlock Holmes, Cotisnlting Detective has
steadily evolved and improved, most noticeably with regard to
The Medium \e The Messenger
Many companies have begun to offer their games on CD with-
out “multimedia enhancements,” offering gamers the advan-
tages of this new medium of
delivery — easier installation and storage, and in
some cases, lower prices. Almost all of these games must be
installed to your hard drive before play.
B-I7 Flying Fortress, MicroProse Software Inc., DOS, $69.95
Bicycle CD-ROM Collection, Swfte International, MPC, $49.95
fi/wf Tow, Tsunami Media, DOS, CD Enhanced, $69.95.
Capstone CD Game Casino Collection, Cap.stone, DOS, $19.95
Capstone CD Game Kids Collection, Capstone, DOS, $19.95
Chess Maniac One Billion and One, Spectrum HoloByte, DOS, $59.95
The Coffee Break Collection, Villa Crespo Software, DOS, $59.95
Comanche CD, NovaLogic Inc., DOS, $74.95
Curse ofEnchaniia, Virgin Interactive Entertainment Inc, DOS, $42.99
Daemonsgate, Imagitec Designs Inc., DOS, $39.95.
Dark Sun: Shattered Lands, Strategic Simulations Inc., DOS, $80.00
Dungeon Hack, Strategic Simulations Inc., DOS, $60.00
Eric the Unready, Legend Entertainment Company, DOS. $59.95
Eye of the Beholder III, Strategic Simulations Inc., DOS, $69.95
Eye of the Beholder Trilogy, Strategic Simulations Inc., DOS, $80.00
Fantasy Empires, Strategic Simulations Inc., DOS, $50.00
Flight Sim Toolkit: Domark, Windows, $89.95.
Gnnship 2000, MicroProse Sofuvare Inc., DOS, $59.95
Humans, GameTec, DOS, $39.99
Interplay's 10 Year Anthology, Interplay Productions Inc., DOS, $79.95
Jurassic Park, Ocean of America Inc., DOS, $79.95
Lost Tretisures ofinfocom I, Activision, DOS & MAC, $59.95
Lost Treasures ofinfocom II, Activision, DOS, $39.95
Mantis: Experimental Fighter, MicroProse Software Inc., DOS, $59.95
Protostar: War on the Frontier, Tsunami Media, DOS, $69.95
Ringworld, Tsunami Media, DOS, $59.95
Secret Weapons of the Lufiwajfe, LucasArts Entertainment Company,
DOS, $99.95
Shuttle, Virgin Interactive Entertainment Inc., DOS, $49.95
The Software Toolworks CD Game Pack, The Software Toolworks, DOS,
$39.95
The Software Taoliuorks CD Game Pack II, The Software Toolworks,
DOS, $49.95
The Software Toolworks CD-ROM Challenge Pack, The Software
Toolworks, DOS, $49.95
The Software Toolworks CD-ROM Discovery Pack, The Software
Toolworks, DOS, $49.95
The Software Toolworks CD-ROM Fun Pack, 'The Software Toolworks,
DOS, $49.95
Spellcasting Party Pack, Legend Entertainment Company, DOS, $49.95
Terminator 2: Judgnent Day Chess Wars, Capstone, DOS, $49.95
Tetris Gold, Spectrum HoloByte, DOS/MPC/MAC, $49.95
Tony LaRussa Baseball II, Strategic Simulations Inc., DOS, $60.00
Trump Castle 3, Capstone, DOS, $59.95
Ultima I-VI, Origin Systems Inc., DOS, $99.95
Ultima Underworld I & II, Origin Systems Inc., DOS, $99.95
Wacky Funsters, Tsunami Media, DOS, $29.95
Wing Commander Deluxe, Origin Systems Inc., DOS, $79.95
Wing Commander II & Ultima Underworld, Origin Systems Inc., DOS,
$79.95
Wing Commander II Deluxe, Origin Systems Inc., DOS, $79.95
Puite 40
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A
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Circle Reader Service ff72
gains in video quality — both clarity and color. While lacking the
spirited pyrotechnics of more recent jiortrayals of Holmes (such as
those featuring Jeremy Brett on PBS’ Mystery!
series), the casting is good and the acting solid
and professional. The chief strengths of these
games, though, are the challenging cases the
player is asked to unravel. Whether solving a
murder most foul, or following the trail of a
dastardly tliief, your skills of deductive reason-
ing will be sorely cried. Would-be Watsons
should pack their trusty revolvers, as the game’s
afoot! Viacom New Media, DOS & MAC,
$69.95.
The Software Toolworks' Star Wars Chess:
With the plethora of chess games on the mar-
ket, Star Wars Chess re.sorted to using a well-
known license in an attempt to distinguish
itself The disk-based version is largely forget-
table, but the CD adds enough bells and whistles to amuse even
the most jaded gamer, and plays a better game to boot. Choice of
chessboards is limited, but Darch Vadcr’s infamous breathing,
growling wookies and C3PO’s Bricish-butier antics are only a few
of the items that make this a ver)' entertaining and accessible prod-
uct for the casual chess
player. Wookie to jedi
Knight 3, anyone? The
Software Toolworks, MPC,
$69.95.
Space Qiiest IV: I'hanks
CO the distinctive narration
of Gary Owens of Laagh'In
fame, playing the CD ver-
sion of the futuristic Space
Quest IV will bring back
memories of the late 60s to
many seasoned gamers.
Providing a more-than-
competent comedic perfor-
mance, Owens and the rest
of the vocal talent
employed in this CD
enhancement bring Roger Wilco’s campy world to life. Though the
plot remains unchanged and no new game play has been added,
those who have not yet ventured forth with the intrepid janitor will
want to do so on the silver)' platter, as this is one of his finest and
funniest adventures. Sierra On-Line, DOS/MPC, $39.95.
Strike Commander: Upon release, it was readily apparent that
this game suffered from an identity crisis. Viewed as more of an
action game chan a serious simulation, it compares favorably with
titles such as F- 1 17 Stealth Fighter. The detail in the game is
masked by a hazy horizon which seems to exist in all types of
weather and climate. Like most Origin action games, the plot ele-
ments make up for deficiencies in perceived realism, and arc quite
entertaining in full digitized speech. 'J'he admittedly exciting com-
bat sequences arc enhanced in the CD version, particularly with a
more realistic flight model for the F-16. Various instrument
options are included, with an invisible cockpit the most avant-
garde change. New levels of
difficulty and the Tactical
Operations missions are
included, making the CD
the best option for most
gamers — especially as it
saves you 35MB on your
hard drive. Origin Systems
Inc., DOS, *, $79.95.
Video Cube Space:
Clever packagi ng — the
game box is itself a cubic
puzzle — encloses an insidi-
ously addictive game.
Screen redraw is better than
a lot of Windows products,
and the puzzles themselves are visually pleasing, even considering
the high standards of many similar products. Sort of the SVGA
answer to Tetris, the excellent sound and ease of use make this a
good gift to ease newer computer owners into enjoying their
machine. Proof that good things do come in small, even weird,
packages. Aris Multimedia, MPC, $49.95.
Wolfpack: This sub sim is powered by an
emphasis on modifying and constructing new mis-
sions. Opening animations for the CD version
aren’t bad, but once the game starts, the prospec-
tive sub captain will feel as if the graphics are near-
ly as far back in time as the technology of the
undersea vessel itself. Poor graphic resolution,
dappled with pixcllations, do nothing to add to
the feel of a game sadly looking for more than the
facelift it received here. Additional scenarios are
available for those determined to torpedo some-
thing, but the venerable Secret Service 11 is much
preferable to this depth-charged offering.
Electronic Arts, DOS, $39.95.
Wrath of the Gods: An adventure game set in
ancient Greece, this CD-only product first
impresses with its size. Some 45()-plus MB are used to send you on
a journey through a variety of mythical quests. Fans of special-
effects guru Ray Harryhausen will enjoy the ride, as it resembles
the old Jason and the Argonauts movie. Fight the many-headed
hydra, grab the golden fleece, it’s all
here for hours and hours of
enjoynient. Keep in
mind that the more
classically educated
may fare a bit better
than the mythically
challenged, but
hints are included.
Maxis, MPC/MAC,
$79.95. cGw
Wiwh of the Cods from Maxis is a myth in the making.
Ptii’e 42
Conijniier Cdiiiiny World
Aces Over Europe $42
ADSD Genies Curse(Apr.) $48
Archon Ultra
Carriers at War 2
Command Adv. Starship
Companions of Xanth
Daemonsgate
Dark Sun
Dominion (April)
Dungeon Hack
Dungeon Master 2
Eye of Beholder Tril. CD
Fantasy Empires
Gabriel Knight
Great Naval Battles V2
Hand of Fate
Harpoon 2 (Apr)
Heirs To The Throne
$38
$41
$42
$36
$36
$46
$45
$38
$38
$56
$36
$42
$46
$35
$48
$36
Interplay 1 0th Anniv. CD $52
Iron Helix CD $59
Kasparovs Gambit $37
Kings Quest 6 $46
Master of Orion $40
Maximum Overkill $42
M&M5:DarkSide/Xeen $42
M&M: World of Keen CD $45
Pacific Strike $52
Police Quest 4 $42
Privateer $47
Quest for Glory 4 $42
Rebel Assault CD $50
Red Crystal $37
Sam S Max Hit the Road $39
Seal Team
Shadow Caster
Sim City 2000
Star Reach
Strike Commander
Syndicate
Third Reich (Apr)
Ultima 8: Pagan
Ultima Underworld 2
Unnatural Selection
V for Victory: G,J,S
Victory at Sea (May)
Warlords 2
Wing Comm. Academy
Wizardy 7
WW2: Battle So. Pacific
XWing
$41
$39
$42
$39
$36
$37
$38
$48
$47
$35
$42
$45
$42
$32
$36
$37
$41
TITAN GAMES
1 WEST SEMINARY ST.
BRANDON, VT 05733
^ ’ A
ufk< ‘
j
4£e
E I G H B 0 R H 0 0 D
B oom. Earth is destroyed by a
catastrophic event, and you're
responsible for rebuilding civilization on
another planet. Lucky you. Where you go
and If you sur/ive is up to
you - there's a galaxy of I; . . .f ,..
possibilities. *
Based on NASA research «
in planetary science,
robotics, terraforming, and interstellar
spacecraft design, Outpost places you in
control of the most comprehensive strategy
the robominers and monorail systems you'll
use on the planet surface, Ou/post's photo-
realism and 3-D rendered animation are
unprecedented.
.. Develop agriculture,
• — ^ ’ mining and manu-
I facturing to survive, end
then invest in research
^ and recreation facilities
to make life more comfortable for your
colonists - hopefully they'll be around long
enough to enjoy it. Because, in the end, the
make will determine the
simulation ever developed for the PC. No
kidding. From the colonization starship to
# SIERRA
See your local retoiler or call 1-800-757-7707
Circle Reader Service §97
Review
Become A Hero Im A
Minotaur or Less
With Luminaria’s Wrath of the Gods
by Alan "Zeus on the Loose" Enirich
ami Chuck “Argonaut" Miller
S tudents of Greek mythology, as well as fans of the classic Ray
Harryhausen-animatcd films such as Jnso>i mid the Argommts,
will find Wrath of the Gods from Luminaria and Maxis an
enjoyable and compelling photo-realistic graphic adventure. Unlike
many titles that use digital video and live-action characters rather than
traditional hand-drawn animations, Wrath of the avoids the
limitations of its peers. Wrath\s interactive enough to play like a game,
yet still retains a cinematic feel. Additionally, Wrath
has a solid story line that incorporates most of the
well-known Greek myths, supported by technology
that enhances the whole rather than drawing atten-
tion to itself. Though Wrath, as the Greek gods it
portrays, is not perfect, it does exhibit a touch of
divine inspiration in its overall execution.
Steve Reeves You’re Not
Our hero is a young lad of less than god-like
stature. In fact, he looks more geek than Greek (one
wouldn’t be surprised to find a pocket protector on
his toga). Nonetheless, he is of noble birth, though
initially unaware of it. In classic mythical fashion, he
was abandoned on a mountain side as an infuit, and
was adopted by a centaur, unaware of his true lineage,
at least until now.
The tale begins as you set out to reclaim your kingdom and free
your people from the terrible tribute demanded of young men and
women by the evil King Minos. Fail, and you will join them in their
fate — a victim of the Minotaur in the Labyrinth of Crete. Succeed,
and become a hero worthy of your godly lineage.
Making your name as a hero isn’t quite what it used to be. Perseus,
Pericles, Hercules — they made their careers with one or two heroic
feats, In Wrath, you have to tackle neatly every challenge these epic
do-gooders did, combined. Needless to
say, there are encounters aplenty in
Wrath, perhaps following a design phi-
losophy where a myth is as good as a
mile. Fortunately, you have advantages
that these heroes lacked — multiple save
games, allowing a degree of experimen-
ratioir or recklessness not afforded
those heroes of old, in addition to a
comprehensive and accessible hint sys-
tem.
Connecting for a “Homer”
There are three levels of hints available for those “myth-informed”
about the Greek legends referenced in Wrath. The first is a straight
information screen that cells the stories behind each location and
character encountered. Savvy adventurers will manage to figure out
what objects will be required to get them through most of the puzzles
after reading these ancient tales recounted in a hip, modern style.
Many of the ancients’ heroic
feats are restated in relevant
terms to today’s computer
adventurer. While historical
purists might prefer the clas-
sics, wc found the writing
style pleasantly breezy, and
the stories were cold cor-
tectly in an abbreviated
form, interspersed through-
out with touches of humor.
Most conundrums make
sense and can be solved after
a moment’s thought or by
carefully reading the histori-
cal information provided.
Some excessively challenging puzzles may require a visit to the Oracle,
an on-line hint system chat never fails to provide the solution to the
quest’s puzzles. The Oracle will offer a vague hint for free, but more
specific help comes at the price of five points deducted from your final
score. Patient and reasonably competent adventurers will seldom need
to pay for assistance if they read the talcs carefully and devote a little
brainpower to the cask.
Wrath of the Gods
TITLE:
PRICE:
SYSTEM:
REQUIREMENTS:
Apprentice Adventurers Please Apply
While Wrath will challenge even the most seasoned
adventurer, the novice player will find the game enjoy-
able and manageable as well. Merci-
fully, game mechanics are streamlined
and easier to use than chose found in
similar games. Luminaria should be
praised for their foresight in helping
the neophyte, as actions and inven-
tory are both kept to a manageable
minimum. Additionally, just to ea,se
the frustration factor a bit, when you
Wi.ilh (if ihc Gods
Mdcinuish
LCIII, Pcrform.i 450, llci, PoweiBook
160, Ccniris, Qundro with 256
Colors; 4MC RAM; sinf’le-speed
CO-ROM drive. Sysleni 7 siipporiwi
]i)el Sklclinorc! and leff Crelcher
Luminaria
San Francisco, CA
(415) 1121-2055
46
Cvmpiiler Gaming World
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riic information ser\'icc vou won’t outgrow.’"
Circle Reader Service #47
ciy m select un incorrect inventory item
to solve the current puzzle, a sound cue
like “Nope,” or “Try something else”
helpfully directs you away from the item
that doesn’t apply in that scene.
In order to meet the needs of a wide
range of player abilities and knowledge
ol the Greek myths, the beautiful map of
the game’s locations and the on-line Or-
acle can be toggled off for veteran adven-
turers, or left on for the more casual
gamer.
Another nice feature is that you never
really die in Wrath, even when you die.
Rather than having to restore a previous
save, you automatically appear somewhere in Hades.
While underground, you can speak to one of the many
damned souls and pick up a clue to help solve the
particular puzzle that resulted in your demise. After
these encounters with the likes of Sisyphus (that rock n
roller), Prometheus (who is glued to his seat) or Tantalus
(whose reach does not exceed his grasp), it is generally
a simple hike back to the surface.
A Game Of Mythic Proportions
features little in the way of atmospheric music,
providing only occasional tanlares. Still, there are ample
digitized audio effects to sufficiently accent play. Waves
lap up on the shore, birds chirp, and dragons roar off in the distance.
The sounds of battle include the grunts of warriors and the ringing
of bronze swords. 'I'he digitized photo-
realistic backgrounds are quite plentiful,
featuring over 100 beautiful scenes cre-
ated from original photographs of
Greece — which probably accounts for
the general state of disrepair represented
in all the temples, castles and other an-
cient Greek landmarks.
Though a few characters are computer-
rendered, such as the dragon, chimera
and Stygian witches, most denizens en-
countered are played by digitized actors.
Many performances
come off quite well, par-
ticularly the portrayal of
Hera, the Hillary Clinton
of the gods. Others seem
to be done more for
comic relief, such as the
hot-handed, hydra-hack-
ing helper, who aids you
midway through the
quest. While the anima-
tion was not always
smooth, due to the CD-
ROM access time re-
quired, it remained very
realistic.
The Furies
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Aparc from die sometimes slow access times associated with CD-
ROM media, there arc few shortcomings to quibble about. In par-
ticular, though, two improvements would have made the game even
more user-friendly: an intelligent pointer and quick movement
through the game world by means of the map. It became tedious
determining which directions could be traveled from each location
without using the “eye” cursor to examine each possibility. Employing
an intelligent cursor that changed to indicate available “exits” would
have alleviated this headache.
The ocher less-than-godlike annoyance was the frequent need to
trudge long distances one screen at a time. Quicker passage could be
booked through rhe strategically-placed chariot stations, where a
dragon ride, complete with jet plane sound effects, whisks you across
long distances; but the hassle of doing so often consumed as much
time as simply hoofing it. We would have preferred co jump to
previously visited locations through use of the on-screen overview
map.
Reaching Mount Olympus
Wrath of the Gods is a fun and educational adventure for both the
seasoned and novice player. Luminaria has blentled a fine mix of hip
hiscoiy, challenging game play, and quality presentacion in this ride.
The incorporated Reader's Digest-5V/\t version of the Greek myths,
plus the beautiful pictures of related Greek art and architecture,
combine to breathe new life into these ancient tales. Hopefully,
interested players will be inclined to knock tlic dust off their old
mythology texts and rc-acquaint ibemseives witli these legends of
yore. At rhe very least, you might concede that all those history and
classical literature classes were worth something after all. ciiw
Fu!'e4H
Circle Reader Service #121
Coinpuler Cciiiiiii^ World
“The mosf impressive showing
hy any^^pai^^ethesda’s
FaH^e^0is one of the
wter Gama Heview
yjm
Review
tF
PuppET PuNks
ANd CybER^SkiNhEAds
The Dark Future of Paramount’s Jump Raven
by Christopher Bre^
R emember the ad campaign tor tlnit lo-cal, hops-based bever-
age where one pack of bleared idiots chants “Tastes great!”
while another, equally I’ocund crowd chirps “Less Riling!”?
Naturally, one is supposed to come away with the impression that this
swill is not only mighty yummy but also won’t cause the imbiber to
erupt in barking flatulence. 'I'he truth is that it usually wan either/or
proposition: Either it tastes
like beer and, because beer
is full of carbon-dioxide,
puffs you up like a dirigi-
ble, or it’s flat and bland
and leaves you wondering
why, if you’re so interested
in staying trim, you didn’t
drink a bottle of over-
priced bubble-water in-
stead.
I’his kind of division also
exists among developers of
CD-ROM games. The
Wc-Know-It’s-Slow-But
-Thac’s-Technolog)'-For-You camp produces games that
arc rich in graphics, animation, and sound but makes few
attempts to coax arcade-like action out of its products,
Conversely, the We’re-Clever-Enough-To-Work-Around-
Thcse-Limiiations bunch spends an inordinate amount of
time devising caching and compression schemes that al-
low [he action to spool smoothly from its disks. You can
almost hear these disparate groups’ antiphony: “Looks
great! Runs fast! Looks great! Runs fast!” Paramount
Interactive’s jinnp Raven falls squarely into the second
category.
Jtnnp R/iven is the follow-up release to Bill Appleton’s premiere
effort, Litniats. Z.rww’c/wshowcascd Appleton’s proprietary DreaniFac-
tory technology that left many players gaping in astonishment at its
qtiick, CD-ROM-based arcade action. DreaniFactoty'NiM so impres-
sive, in fact, that few reviewers bothered to note that the plot
surrounding the action was a trifle hackneyed and that the other
“breakthrough” technolog}', the Clutch Cargo-like CyberPuppets,
smelled distinctly of ripe Camembert.
The good news is that Jump Ruven fea-
tures the same sprightly (spritcly?) action
found in Lunicus, as well as a new and
somewhat improved cast of CyberPuppets.
The plot, although exhibiting some of the
same weaknesses as Luniens, is less intrusive
this time around, while the dialog and back-
story can occasionally be quite clever. The
game is also enhanced by a wonderfully
driving soundtrack. The bad news is that
the interface could have been enhanced in
a number of obvious ways, the program demands at least six mega-
bytes of free RAM, and parents concerned that the seedier side of the
English language might someday creep into their child’s vocabulaiy
will almost certainly find many of the CyberPuppets’ snappy rejoin-
ders objectionable.
Panic in The Year Zero
In the world of Jmnp Raven — a bankrupt America of
the not-so-distant future — life is anything but good.
Gangs of heavily armed Skinheads, Da Kuan (Chinese
for “fat cats”), and Cyberpunks rule the boroughs of a
decaying New York City. Due to the effects of global
warming. Earth’s ecosystem is in a shambles: floods,
famine, tiisease, burning rain forests, mass extinction.
The few remaining nonhuman planetaiy life forms have
been pre.served as genetic samples, locked in a frozen
state within bccr-keg-like pods.
A group ofSkinheads
who apparently object
to all forms of non-
jackbooted life have hi-
jacked the pods and
dealt them out to mem-
bers of the various
gangs who, in their
thuggish wisdom, carry
the pods aboard their
screaming engines of
death. The player takes
on the role ofjump Ra-
ven. a male, mercenary
warrior who pilots a
heavily-armed hovercraft named, confusingly enough. Jump Raven.
Raven’s mission is to roam the streets of the Bronx, Brooklyn, and
Manhattan, blast the baddies and their mobile machines of destruc-
tion to Kingdom Come, recover the pods, and deliver them to a
predetermined drop point. Commanding the mission from the rela-
tively safe conRncs of Grand Central Station is Lou Battaglia, the
fighting zookeeper.
Battaglia acts as the Master of Ceremonies, providing a bit of
background on the plug-uglies Raven is fated to meet and introducing
him to Arms Mart’s Weapons Lady,
a proper English gentlewoman with
a predilection for high-tech death-
ware. Raven is initially supplied with
$ 1 ,000 (additional cash is earned for
each enemy vehicle destroyed) to
purchase weapons from five catego-
ries: lasers, shells, rockets, missiles
and defensive weapons. Naturally,
the G note is not enough to buy the
TITLC; )uin|j Raven
SYSTEM; M.icinlosii
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CD-ROM (Ifivc
PRICE; 569.95
DESIGNER: Bill Applwon and CylwrFiix
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O'rc/e Reader Service #88
really powerful “smarr” weapons, so you must be selective and keep
in mind that any spare cash will be needed for repairs at the local Jifly'
Wrench or for gas from the roving kiel truck. Once Jump Haven is
armed, Battaglia presents the cast of copilots.
Pull My String
'fhese six CyberPuppet copilots are the key to the game. Although
you need worry about only three of the craft’s controls — navigation,
hover and weapons — any competent hovercraft pilot will tell you that
without a reasonable set of keyboard commands and a reliable target-
ing system, that’s one or two tasks too many for a single person to
handle. Enter the copilot. Each copilot is rated on the ability to handle
the hover and weapons controls and can be assigned any or all of the
controls. The theoiy is chat the copilot’s skills and a pilot’s fighting
style wilt determine which copilot is best for the job.
After a couple of battles, the sea-
soned Jinnp Raven player realizes
that: (a) the copilots have generally
good instincts in regard to naviga-
tion, although when the fighting
gets too hot it’s best to take over
the controls and make a run for it;
(b) the copilots aren’t particularly
adept with the hover controls; (c)
manual targeting of moving ene-
mies is next to impossible for non-
ClyberPuppets; and (d) some of the
copilots are incredibly annoying.
Along with all the gages and con-
trols in the Jump Raven cockpit,
mmmimmw.
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UK ■- 1 ^
there is a video screen chat displays the nattering
image of our puppety copilot. These one-dimen-
sional CyberPuppets — whose personalities range
from the whining valley-girl, Chablis, to the gruff,
foul-mouthed cyborg, Dogstar — simply will not
clam up. 'I'he unending chirruping is irritating
enough, but due to memory constraints, the Pups
have a limited phrase book. Imagine a hellish
Chatty Cathy repeating an unimaginative obscen-
ity over and over, After a short time, one is relieved
when the video screen takes a direct hit and silences
these obnoxious magpies.
Unforrimately, this solution isn’t permanent. The program deter-
mines the intervals at which Jump Raven requires repair, refueling
and rearmament. When the game has decided that enough damage
has been inflicted on the vehicle, a call comes in from Leonard
“Lenny” Eiskowitz, the Jiffy Wrench guy, indicating that it’s time for
another round of expensive repairs. If the copilot has control over
navigation, we immediately depart the battle scene — even when we’re
about to pick up one of the precious pods chat we’ve blasted loose
from an enemy ship — and zip off to the shop. The problem is, there’s
no way to tell Lenny that we don’t fntd our copilot’s inane dialogue
particularly u.selul and prefer a broken video screen. Sure, we can
decline the repair and save ounselvcs the much needed $75, but it’s
now on Lenny’s list and, as far as he’s concerned, Jump Raven is one
step closer to that next call. The inelegant response to this problem is
to wrest the navigation controls from the copilot when Lenny beckons
and hold on to them until he gives up.
'fhese noc-complecely-minor annoyances make it tough to fully
embrace all that is Jump Raven. Yes, the battle sequences are cons o’
fun, the screen writing and non-rcpeticive dialog is often very amu,s-
ing, the background music is terrific, and the game is darned fast for
a CD-ROM. Still, it seems as if the game’s potential wasn’t fully
realized. How hard could it have been, for instance, to include a few
keyboard commands that select the different weapons? Why is man-
ual targeting so difficult? Would processing power really be so taxed
by an option that instructs the copilot to shut the hell up unless
something vety important is going on? I'inally, where do those unre-
crieved pods go once the player has left the areaofconflicc? Adequately
addre,ssing these issues might have made Jump Raven a great strat-
egy/action adventure rather than just a good arcade game, cew
}>u^e52
Circle RccKler Service #52
Caviputer Cciiiiiiii' World
mjpsgate captures the ^sence oi
'D^monsgate will grip you and ifv
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in't let go."
'Daemonsgate is a role-player's dream. It is a complex and mast
must be experienced to be appreciated.
game which
A Roleplaying Game of Epic Proportions,
Journey through a hostile land, to liberate your people from a malevolent foe of unparalleled savagery
Circle Reader Service it64
So You Want
To Be A Hero?
Then Follow Scorpia
Into The Shadows of Darkness
S hadows of Darkness is the fourth install-
ment in Sierra On-line’s Quest For
Glory series. This time around, our
hero adventures in the land of Mordavia,
which means “Dark Valley," and a more apt
name would be hard to find. The town in
which our adventure begins is cut off from
the rest of the world by a deadly swamp across
the only road. Nasty monsters roam the sur-
rounding woods, and vampires are rumored
CO inhabit the decrepit castle nearby. Even
worse, there is an ultimate evil, said to be in
the mysterious Dark Cave, about which the
villagers refuse to talk. All in all, Mordavia is
definitely a place in need of a Hero.
For this excursion into the realms of horror,
you can import a character from any of the
previous Quest For Glory games (provided
you finished the game), or create a new one.
As in the previous games, you have your
choice of Fighter, Mage or Thief, and each
character type has different skills and so will
follow a slightly different path
through the story. If you want a
Paladin, you must import one, as
there is no opportunity to work up
a Fighter to that class here.
Paladins are a good choice for
this game. They arc expert fighters
and learn a few handy spells, too.
They also gain the ability to heal
themselves — a skill no other pro-
fession has.
Mages are an acceptable second
choice if you don’t have a Paladin.
They start with a wide variety of
spells in their repertoire, which makes some
parts of the game easier for them.
Thieves don’t come off so well in this game.
In general, there is little scope for their pro-
fession. The town of Mordavia is small, with
few inhabitants and fewer opportunities to
perform as a Thief On the other hand, armed
with a generous supply of daggers and some
proficiency in acrobatics. Thieves can do
quite well in combat. For all that, anyone
looking to indulge in a little light-fingered
larceny will be disappointed.
keeper and his wife, three peasant farmers
(well, one used to be an elephant trainer), the
shopkeeper, a doddering old man, a mad
scientist, and a gravedigger (yes, his name is
Igor) are the only permanent residents. There
is the Gnome jester, but he is only residing at
the inn temporarily.
Outside the town, there are the castle gate-
keeper, the gypsies, a mysterious woman with
a crush on your Hero, and, in a special return
appearance. Baba Yaga. Baba, by the way, isn’t
the only one making a return visit, but that’s
something you get to worry about later on.
other closely, so without a map it’s easy to
become confused and lost. With nasty critters
wandering around, you don’t want to spend
too much time out here at the start.
When you do get to town, don’t expect a
welcome with open arms. The villagers are
fearful and suspicious of strangers. Given
their circumstances, perhaps that isn’t sur-
prising. In any case, you’ll have to prove
yourself a Hero to them before their attitude
changes.
As mentioned earlier, there are few inhabi-
tants left here. The Burgomeister, the inn-
Fighters, of course, are the premier muscle
men. They are skilled in combat and will also
learn to do some climbing. Otherwise, they
have no special abilities and won’t pick up any
new ones as the game progresses. This is
probably the best choice for someone with no
prior experience with the series,
Once the character is created (or imported),
the game begins immediately with your Hero
inside the Dark Cave, which is not a great
place to be. Since the Cave is also the end
game, you won’t see much of it at this time,
so getting out is the first priority. Then it’s a
matter of finding your way
through the woods to the town of
Mordavia.
There is no auto-mapping fea-
ture, so its time to dust off the
graph paper and sharpen those
No. 2 pencils. Many of the forest
graphics arc “recycled,” such that
a number of screens resemble each
Part of the game is devoted to helping out
what’s left of the inhabitants by reuniting two
married couples and rescuing the innkeeper’s
daughter from an extremely nasty situation.
In between, you save the lives of Igor and a
gypsy, as well as restore the jester’s sense of
humor. While doing all that, your Hero is
also collecting several rituals that will release
the Dark One into the world.
This Dark One brings definite Lovccraftian
overtones to the game, providing an odd
juxtaposition with the more traditional fare
of vampires, werewolves and ghosts. A mon-
TiTLE:
Quesl For Glory: Shadows, ot Darkness
PRICE;
$69.95
SYSTEM:
IBM
REQUIREMENTS;
386 or betler, t MB RAM. VGA griipiiics,
1 0MB hard drive space
PROTECTION:
Notie
OESIGNERS:
Lori iiiid Corey Cole
PUBIISHER;
Sierra On-line
Coarsegold, CA
(800)326-6654
Piige 54
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Circle Reader Service #99
strosity thar can bcsc be describetl as some-
thing along the lines of Cthullui’s big
brother, it seems a bit out of place among the
usual denizens of horror folklore. Nonethe-
less, it does give an air of creepincss to the
game that a mere walking undead could never
manage.
The game sports the standard Sierra icon
interface. You can cycle through the various
activity icons with the right mouse button or
bring the cursor up to the hidden
menu bar at the top of the screen.
There you can switch icons, access
inventory, check the time of day,
rest, cast spells, save and restore the
game. It is a simple system, and easy
to use — Sierra is getting the inter-
lace thing down to a science.
In the past. Quest For Glory com-
bat has been a bane to those like myscll who
despise arcade action in adventure games. In
this iteration, there is a strategy mode that
takes this burden off your fingers completely.
In strategy mode, the computer runs both
your character and the monster in combat,
and how well your Hero does is based solely
on his skills and stats.
Given the generally low competence of AI
in most games, some might look upon auto-
combat with a certain skepticism. However,
I have played through more than once in this
mode and have no complaints. My Heroes
did quite nicely, and of course better as time
passed and their skills improved. You can
break out of strategy mode and back to arcade
at any time, or even run away if your Hero is
in bad shape. Without doubt, strategy mode
is one of the brighter spots in this game.
Typical for a Quest For Glory, some puzzles
have different solutions, and certain events or
situations occur based on character type. For
instance, only a Paladin can put to rest the
Rusalka in the lake or meet Piotyr’s spirit,
while only a Thief can get into the Thieves
Guild (there is no Mages’ or Fighters' Guild
in Mordavia).
For all that, play will be much the same
regardless oI profession, and so going through
the game more than once can become a little
tiresome. For instance, there are a lot of con-
versations, some of which act as triggers for
events. So you have to endure them, even
though you have played before.
In terms of puzzles, Shndowi of Darkness
ranges from weak to obscure, and some situ-
ations can’t really be called puzzles at all. For
example, bringing together Olga the shop-
keeper and Boris the gatekeeper is really noth-
ing more than busy-work. Your
Hero simply runs back and forth
between the two as a sort of glori-
fied messenger boy. Bringing to-
gether Anna and Nikolai is much
the same, only you don’t have to
do quite so much running around
(although finding Anna in the first
place can take awhile).
The end game, with your charac-
ter face-to-face with the villain, is a
letdown. Having worked so hard to
reach this point, done all the ritu-
als, and with the arrival of the Dark
One imminent, you find that this
dramatic moment is hardly more
than a joke, literally. Only one
physical action by your character is
needed, and then it’s over. Ho
hum. And the banishment of the
Dark One is glossed over with a little text —
you don’t even get to see a graphic of it! Did
our art budget run short at the end of the
project?
The manual is missing a little something,
too. Actually, three booklets come with the
game: the generic Sierra interface manual, a
manual for special controls in the game, and
a manual that describes spells, gives some
playing tips, etc. Nowhere in these manuals
is there any mention at all about strategic
combat mode. Not a word. Something this
important does deseive at least a few words.
You could, of course, turn on strategy mode
to see what it does, but without instructions
you’re likely to miss the second control panel.
Once the combat screen comes up, clicking
the left mouse button displays four extra lev-
ers that control the aggressiveness, defensive-
ness, magic use, and special attacks of your
character, so you can tailor fighting style to
your taste. If you want to switch to arcade
mode, click the right mouse button. It is
simply amazing that this information was left
our of the docs.
The real problem with this one, however, is
technical. Shadows of Darkness may well be
the sloppiest product ever released by Sierra.
My difficulties began after the game was in-
stalled and it simply refused to run, period. A
call to the Sierra tech line revealed that Shad-
ows of Darkness, as released, was not compat-
ible with AMI BIOS (not exactly an obscure
one). This was related to the special .32-bit
protected mode under which the .software
operates. Fortunately, a patch was available
and 1 quickly got it on-line.
After the patch was applied, the game fi-
nally came up. Unfortu-
nately, it came up silent.
The 32-bit protected
mode grabs all of upper
memoiy for itself, so noth-
ing can be loaded high,
and a bare-bones DOS
boot disk is necessary. This
made it impossible to load
in the Gravis Ulmusound Roland emulator,
and I found that with the Sound Blaster
emulator loaded low, the game again
wouldn’t run. So, I had to play with no sound
or music, which explains why there is no
commentaiy on either.
I ran from a boot disk without sound, and
for a while everything was fine. However, the
further into the game, the slower it was in
saving and testoring. Actual disk access was
quite speedy, but waiting for the software to
make up its mind to go to disk took a long
rime, often a minute or more; some on-line
folk complained of waiting three minutes or
longer to restore a saved game. It was usually
faster to quit the game, rerun it, and then
restore a position. For saving, of course, you
just had to wait it out.
Regardless of the frustrations, I got through
the game with a Paladin and a Mage, and then
Po^e 56
Computer Gciitiiiii’ World
TheIocms
r ne good is yuu sUryivt^d.
the plane crash. The bad newsjs
you^re on the Isl.e of the.Dg^^’
Now, as you search for
it£nis and ^ vyayoW the is1aS^J;you
horrifying assOrthiwV of fleshn
eating zombies^'hideous'bats, blood-
thirsty wolyes and other unsavoiy
locals. Can we'heip if it tne press.
giuesonief"
IS calling it “aory,;
"graphic” and “sickening’ ,
..you’ll tbverse dense jungles, < .
Ireacnetous caves and explore the
local village tp uhlpi^k riddles that
could aid. ybur escape. And if you’re
lucky, ybti hiay even rehabilitate a, ‘ ;
'.beaujifuT'zombie.bdbe.' ■
■ . ' Blit don’t forget to keep an
behind yoii. Because on the Isle of
See your dealer |^K jK
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WARNINGi^This satne depicts
scenes of graphic violence.
rfjj^l^gs new m^nriirtg to the term :"graphic
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moved to the Thief. Three quartens of the way
along, the game crashed in the swamp when-
ever I tried to open the Mad Monk’s tomb.
This turned out to be a “random error,” that
might or might not show up. It hadn’t done
so with the other two Heroes, but this time it
reared its ugly head.
Well, Sierra had a patch that fixed both this
problem and the interminable waits for saves
and restores (this patch, by the way, came out
some time after the first one 1 had gotten).
There was only one drawback; because of the
extensive changes made to the files, my saved
games were no good and I had to start over
again from the beginning.
So I started my Thief over. By day 1 1 in the
game, all tlie quests had been finished, the five
rituals collected, and it was just a matter of
waiting for a certain note to appear in my
room one morning (this note initiates the end
game). On day 26, I was still waiting for it.
Nothing could make it appear, even replaying
from some earlier positions. Either the trigger
for this event was not set, or somehow it was
turned off 1 had no way of knowing, and with
that in mind, I had no inclination to start
from scratch again. This also happened to
other players who were running characters
other than Thieves, and we al! eventually
abandoned those games.
Finally, there is also a problem with import-
ing some characters from earlier Quest For
Glory games. Sierra has a patch for this one,
too. 1 heartily suggest that if you intend to
play Shadows ofDnrk)iess, you get the version
number of your game and call Sierra first to
find out if you will need any patches to fix any
problems. That will, at the very least, save you
some frustrating experiences.
Up to now. Sierra has had a reputation for
releasing solid product — software that might
require at most a minor upgrade for sound
drivers or a small section of the game. With
Shadows of Darkness they have tainted their
near sterling reputation by releasing a game
they knew to be in bad shape, releasing it
prematurely for “financial reasons.” While
they have been quick in getting out the
patches, that does not absolve Sierra of their
lack of thorough testing that this game re-
quired, especially given that it is working
under third-party .software (the DOS Exten-
der). We will hope that this is a one-time
event and that Sierra is not going to join the
ranks of other companies — too numerous to
mention — who release shoddy product
knowing they can get by with patches and
upgrades, and who make “/'^zj'-testers” of their
customers.
The Thief s Workaround
After the main article was written, a way
around the thiefs dead-end problem was
worked out by Sierra. The key is spending
enough nights in your room at the inn to
have several “voice dreams,” and most im-
portantly, hearing the weeping from the
innkeeper’s room one midnight (you arc
awakened by this; don’t stay up waiting for
it). These events must happen before you
rescue Tanya.
Once those situations have occurred, it
should be safe to rescue the girl. I tried this
in my Thief game, and after spending two
extra nights in my room, the problem was
cleared up and I finished the game with the
Thief So, if you have been waiting around
for that note, and it hasn’t shown, follow
the above procedure and you should be
able CO continue on with the game.
Overall, then, Shadows of Darkness was a
disappointment. I wanted to like this one, but
the technical problems overwhelmed game
play, and the numerous replays deadened any
pleasure left in it. Had the game run without
difficulties I’d probably have enjoyed it more.
As it is, 1 can only suggest you approach this
one with extreme caution, and be sure of what
you’re getting, cgw
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This game is not ior the taint-hearted. Contains vioience
and some material inappropriate tor minors under 18 ,
AJIwmpcrtijs ai’4 ptoduct ncmes tnerfei&d ate t’:;9'Ttc{
MAIL
RdmdJim GamiHgi
AMum-Wmm Koa Got The
CSued F(Vt yen
Darkside of Xeen H Ultima Underworld Stygian Abyss 1 1 ands of Lore
Return To Zork I Simon The Sorcerer H Hand of Fate
Sam & Max H Dark Sun M Serpent Isle
O h my, it’s spring already (chough
there’s snow on the ground as I
write this!!), and the mail room is
still full to bursting. Even that little addition
hasn’t helped very much. Looks like Fred and
I will have to do some work in here, if we ever
get the time (hah! Dream on Scorp).
Before we get to the good stuff, I’d just like
to remind everyone that my machine is
MSDOS. For that reason, I really can’t help
you with a game if it only comes our on
another computer, like the Amiga or Mac.
Darkside of Xeen: There’s been a fitir
amount of mail lately about the levers in the
Dungeon of Lost Souls. These letters have
been from readers who bought the hint bonk,
followed the instructions, and got nowhere, I
calked to New World about this, and it turns
out that — you guessed it — the hint book is
wrong (oops). The correct instructions arc:
walk to the top of the room on the left-hand
side, Go down the line, pulling all the levers
you can. If one doesn’t move, just go on to
the next. When you’re finished, walk over to
the right-hand side of the room and pull the
lever you find there. The door should open.
Ultima Underworld Stygian Abyss: Looks
like a resurgence of interest in this game. It
seems the Cup of Wonder has a number of
players wondering these days. It’s certainly a
tricky item to find, even when you’ve cracked
down the right location on level 3. What you
need to do is put a little music in your soul
here. A little fine tuning, and the cup will be
yours.
Lands of Lore: That big showdown with
Scotia seems to be a big headache for some
people. The old girl changes to one form — no
problem. She switches to the second one — no
problem. Then she gets to the third form, and
suddenly she can’t be killed. Uh oh. BIG
problem. This is why you need the Whole
Truth, and why you have to rescue King
Richard first to get the shard (hint: shard, a
small piece of something larger). When that
idea merges into your head, you’ll be able to
deal with Scotia. Just make sure you use it
soon, like before she gets to that third form.
Return To Zork: Entering the locked gro-
cery store is one of the more obscure puzzles
in the game. Forget about a key — there isn’t
one. You’re going to have to make like a thief
to get in. Of course, it helps if you had rhe
proper tool, and that’s the obscure part. Very
likely, it wouldn’t occur to most people chat
giving a certain item from Pugney’sa hot rime
would do any good, but there arc a lot of
strange things in this game, and that’s one of
them.
Simon The Sorcerer: This one can be frus-
trating because there are so many things
tucked away in corners that are easy to miss.
For instance, the man fishing at the bottom
of the cliff. How to get down there? Good
question. Luckily, the answer is a simple one:
find the vines on rhe left, and in no time at
all you’ll be down there, ton. You really have
to move that cursor all over the screen when
you play this game.
Hand of Fate: Somewhat surprisingly, folks
are having a little trouble with that Skeptic
potion. They can brew it up all right, hut
somehow, it just doesn’t seem to have the
necessary oomph to wake people up. That’s
because some players just don’t read instruc-
tions carefully enough. Like rhe one chat
mentions the Altar of Doubr. Omirring that
little step makes all rhe difference.
Sam & Max: What’s that you say? You need
toget your hoc little hands on Mr. B's toupee,
but the alarm keeps going oft? Well well, you
shouldn’t be so clumsy (heh). Actually
though, this one is simpler chan it appears,
provided of course you happen to have the
right item in your inventory. Don’t he a
vegetable, use your head! (Or, use Mr. B’s
head, that works better.)
Dark Sun: Some readers have been asking
about that underground temple and how
they can get around in it. There are entr)'
points in each town (if you look carefully
enough), but those don’t lead you very far.
Sort)' to say, you won’t be able to do rhe grand
tour until after you’ve helped fynan and
Trisrram get back together. And, alas, there
isn’t all that much down there in the way of
goodies, although you should be able to find
a nice ring for your mage.
Serpent Isle: Some gamers have been con-
ftised at the end of this one by Xenka’s in-
srructinn to “go to Sunrise Isle.” They either
mistake the ice dragon island for it and spend
a lot of rime wandering around and getting
nowhere, or they set out in the ice raft looking
for it. None of that is necessary. What Xenka
really means (and what she should have .said)
is to go to the Temple oj Balance., via the
serpent gate.
And that’s it for this look into the mail bag.
Remember, if you need help with an adven-
ture game, 1 can he reached in rhe following
ways:
On Delphi: Scop by the GameSIG (under
the Groups and Clubs menu).
On GEnic: Visit the Games RoundTable
(type: Scorpia to reach the Games RT).
By LfS Mail (enclose a .self-addressed,
stamped envelope if you live in the US):
Scorpia, PO Box 338, Gracie Station, New
York, NY 10028.
Until next rime, happy adventuring! cgw
Pa^e 60
Cninpiirer Cidiiiiiiff World
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Grde Reader Service #60
Review
W hen Daemonsgate was sliown to
the press two years ago, it made a
bit of a stir. It was an extremely
ambitious fantasy role-playing game in the
style of Origin’s Ultima series. It used the
now familiar .3/4 overhead view, had tons of
characters and conversational interaction,
and offered an exciting real-time com-
bat system. That was two years ago.
Sadly, suffered a very com-
plicated birth, enduring development
delays and being shuffled around to sev-
eral different publishers. Meanwhile,
the RPG genre has moved on to Ultima
VII, with its easy, full-screen, drag and
drop interface, and Ultima UudenuorUl-,
with its true first-person 3D engine and
nearly perfect automapping system.
Daemonsgate is stuck, technologically,
somewhere around Ultima VI, and it
feels like an old game.
Being an “old game” isn’t necessarily a
problem. Having had the recent pleasure of
replaying Wasteland from Interplay’s 10th
Anniversary CD-ROM, it’s obvious that
older, less sophisticated engines can still play
host to a great game. But Daemonsgate is not
great — it’s composed of good elements, but
in their overly ambitious attempt to create a
huge and complex world, the designers failed
to integrate the good parts into a great whole.
Under Siege
The hero of this adventure is Gustavus, a
young character with world-saving potential
who begins his adventure inside the besieged
city ofTormis. Hoards of daemons sit outside
the city gates, and your job as Gustavus is to
get out and discover who is behind this attack.
The best start is to talk to anything that looks
remotely humanoid. The conversation sys-
tem is cleverly implemented with a hypertext-
by Benue Yee
like interface with which you can gather in-
teresting keywords to bring up in other con-
versations. The NPCs also have their own
keywords in highlighted text that can be se-
lected to follow up conversational leads. All
of the information gleaned through conver-
sation is gathered into a knowledge base that
selves as an auto-notetaking device. Similarly,
you can page through the inventory and char-
acter statistics pages, and set game options
through the omnipresent menu bar.
The lack of an overhead map or automap-
ping system is a very conspicuous omi,ssion,
especially in a game that prides itself on its
immense size. The starting city of 'Pormis is
a big city, and although a map comes with the
game, there’s no way to find our
where you are until you locate a
landmark like a tavern or an
inn. A physical map of the en-
tire world is provided as well,
bur it only deals in geographical
generalities. Even Interplay’s
ancient Dragon Wars, written
for an Apple II, had a rudimen-
tary automap. It is inexcusable
that a game running off a CD-
ROM drive on my 486/33 is
lacking such a basic amenity.
D a emo negate
There are many, many places to visit, and
many things to do. Like the Ultima series,
time passes in a realistic way, and people will
be found in bed at 2 a.m. or tending their
shop at 3 p.m. However, there are major gaps
in the “realism” department. Your hero can
walk into the medical facility and “borrow” a
first aid kit, a mortar and pestle, and other
items throughout the town. Again, like
Ultima, the roofs of buildings disappear
when you enter, allowing you to see inside
the various structures you are exploring.
While using the standard VGA palette,
Daemonsgate graphics border on the car-
toonish, especially in the separate combat
display.
Might and Magic
While your party walks around, they are
displayed as a single character icon. En-
emy parties ate similarly displayed as a
single character. However, when combat
takes place you find yourself in another dis-
play, suddenly facing off against a gi'oiip of
automatons. The combat system is actually
reminiscent of MicroProse’s Darklands, one
of the best real-time combat systems I’ve seen.
The overhead view allows combat to take on
a tactical complexity that first person games
like Eye of the BcholderYAcV.. Combat unfolds
in real time as you issue orders
TITI.r; OaemonsgatR
I’RICC: $;«,S5
SYSTEM; IBM
REQUIREMENTS: or botter, VGA graphics;
supports AelLil), Roland and
Sound Blaster sound cards;
package contains both floppy
disks .and CD-ROM
PROTECTION: None
DESIGNER; Nigel Kershaw
PUBLISHER: Im.igilec Design. Inc.
Coodlelsville, TN
(615) BaJ-igfiO
Page 62
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lil.istor iiiiil Creative logosaix'tradcmarksdCreativeTuchnuliisy Lid All other tradoiiuiks arelhepnipertynf their respeetivc holders. ©Copyright 1993 Cri-ative Technology Ltd All rights reserved.
Circle Reader Service H50
to each character, but you can interrupt the
combat and issue new orders to attack, defend
another character, retreat and so on. None-
theless, the strength of the combat system is
sapped by the graphics, which are so mun-
dane, so uninvolving, they look like they’ve
come right out of an old Atari 2600 cartridge
game. The character portraits, on the other
hand, are nicely done and quite expressive.
Go figure.
Dnemonsgatesrm^xcsysitm also has a num-
ber of interesting and original features. There
are different types of magic, like Hedge Wiz-
ardry or Elementalism, each with their own
powers. You can create potions, summon
daemons or enchant objects, and once your
magicians have managed to bind powerful
elementals to weapons, your party
will be able to stomp just about
anything it comes across. Of
course, you will be diverted by nu-
merous “shmutz-quests” where
you need to run around looking for
various “reagents” for magic spells
(sound familiar?), but once you’ve
gathered the goods, you’ve got im-
mense power. Daemonsgate, like
many of its RPG breth-
ren, becomes a game
where well-developed
characters resemble not heroes, but
gods.
It seems over-enthusiasm got the
best of the designers in the realm
of interface and game mechanics as
well. It took me a great deal of
effort to get used to the interface
and feel comfortable in the game
world. The complexity of the in-
terfiicc and engine is, no doubt, the
result of the designers’ attempt to
encompass the massive quest and richly-de-
tailed world that they envisioned. Unfortu-
nately, size isn’t everything when it comes to
FRPGs. Story pacing, balance and structure
are even more important, and Dnemonsgate’s
creators have not managed to create a game
a well-written page-turner.
The designers had excellent game design
concepts when they started out on this ven-
ture, but for some reason — perhaps the awk-
ward circumstances surrounding its
development — they were unable to pull it
together. Daemomgate isn’t a bad game. If
you are an Ultima fan from way back, or if
you haven’t been keeping up with the latest
RPG advances due to hardware restraints,
Daemonsgnteis as good a choice as many other
older games. Still, Daeinonsgatc is no Arena,
no Betrayal at Krondor, no Ultima VII, and
these are the games it will be sharing shelf
space with, and with which it will be com-
pared. CGW
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1 Go for it:
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DeVuono DeVuono
Miifs a
Review
The Ret> Cr\j$t3^l
$kM:
^ Iruprismetf ‘No More
Bi/ QQF’ s Quoittz
by Alan Emrich and Petra Schlunk
I n a fantasy land where crystals and mys-
tical insights arc the norm, it’s amazing
that we could not read the signs. The
foreshadowing was there, if we had but no-
ticed. After installing QQP’s fantasy epic,
The Reel Crystal, the future was spelled out to
us in DOS — CD/REDCRY — and how pro-
phetic it turned out to be. Similarly, the
per-game look-up copy protection took Alan
to Page 8, Line I, Word 1 : “bored.” Ignoring
these telling bits, we pressed keys and pressed
on.
Character Generation — Roll Again
Each player controls a single hero of the
familiar fantasy ilk. During creation, the
character’s primary goal should be to start
with the highest possible statistics. We
learned quicldy that an average schlep char-
acter can not just venture forth and hope to
sur\'ive the massive castle cleaning endeavors
in store. No, players must patiently re-roll ad
nniiseam (emphasis on the nauseam) until the
numbers for the character’s strength, intelli-
gence, armor, etc., are at least demi-godlike.
To add more challenge to this task, the
manual reveals nothing about average values
or ranges for these attributes, and starting
with anything less than an optimal character
will only buy a player more frustration once
the game begins. Trust us, it is better to be
frustrated early on, generating optimal statis-
tics for new characters and only marginally
inconvenienced, rather than playing for a bit,
watching them die, and then starting all over
again.
Politicians Don’t Shake
This Many Hands
There you stand, a new hero in the land of
Blackmoore (gain five experience points if
you recognize “Blackmoor” as the name of
one of Dave Arneson’s campaign which
formed the basis for the earliest Dinigeons &
Dragons game). Whither now? While scan-
ning the minimally detailed strategic map of
Blackmoore, the large and small squares de-
noting castles and towns offer prime locations
to visit. Fortunately, new characters are
placed near towns and castles that arc geared
toward their lesser prowess.
You maneuver through Blackmoore via
sword icons, pointing in one of the eight
directions found on a numeric keypad (al-
though a mouse may also be used for move-
ment). Upon entering a town, the familiar
sword icon seems to multiply as swarms of
non-player characters (NPCs), cleverly dis-
guised as your sword icon, meander about
seeking only to interrupt your game. These
nomadic NPCs, in their maniacal determina-
tion to reach the character’s sword icon, can
even traverse obstacles which you cannot.
An encounter occurs when swords touch;
the other sword disappears and
is replaced by a screen almost
always filled with an NPC’s ba-
nal chatter about your ugly
looks or telling you to get out of
the way. Curiously, the screen is
occasionally blank and conveys
the message “Empty house. No
one home,” Just how these
empty houses manage to wan-
der across the landscape strikes
us as a poorly chosen plot device
stolen from The Wizard of Oz.
Simply walking across a single
town might yield several dozens of these
pointless encounters of The Red Oj/jr/z/kind.
Sure, these denizens disappear after you put
up with their prattle, but more are continu-
ally generated, so you must quickly learn the
art of avoiding these dregs lest madness result.
There might be one beneficial encounter
shufiled in there somewhere, but who wants
to put up with a hundred pointless interrup-
tions to find it?
Having endured character generation and
the monotonous, moron-filled streets oi a
nearby village, it is your task to go adventur-
ing and clean out each ol the castles in the
land of Blackmoore. fhe Ultimate
Bad Guy has darkened the land,
and only a hero who discovers the
seven secrets of liie can finally stop
him. The seven secrets of life are
decent pieces of sage advice, told by
one of life’s truly great adventurers,
co-designer Bruce Williams (foun-
der of QQP). Why these pearls
were cast before this swine of a
game, however, is something we
cannot answer (perhaps that’s the
eighth secret). If there is any reward
in playing Red Cfystal discovering these se-
crets would be it, but with all of the tedium
required to learn even one, much less seven,
we feel confident that these will remain se-
crets, even among purchasers of the game.
TITLE:
PRICE:
SYSTEM;
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PROTECTION:
# PLAYERS:
DESIGNERS:
IBM
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Barbarian Needs Hit Points Badly!
Upon entering a castle, you are told if your
character feels at ease there (meaning the
castle isn’t too tough for your character to
take on at that time). However, a torturous
amount of trial-and-error was required before
we learned the disappointing secret of suc-
cessfully conducting combat in the dungeons
of these castles. Wlicn a monster is encoun-
tered, the play switches to a tiny area from
which only you or the monster will survive.
In order to hit a monster with a hand
weapon, you must maneuver your figure next
to the monster and swing your weapon,
'fhen, in order to have any hopes of hitting
the monsters at all, you have to choose an
attack height before swinging. Otherwise,
you may find yourself swinging your weapon
at the air space above a maggot or whacking
away at the hooves of a minotaur. This is a
convention tried by several games in the early
days of CRPGs, but one that falls flat in Red
Oystal, as height differences are not shown to
the player graphically. In any case, monsters
are tough. Chipping them down a couple of
hit points at a time, versus the plethora re-
quired to slay them, lets players know that
this is going to be a long^Amc.
That, however, is the good part of combat.
The bad part is that, if you stand next to a
monster for more than about two seconds,
they swing back (and always at the right
height, of course). And when monsters at-
tack, they can deal .some serious damage,
especially to new characters. Furthermore, if
your character has the misfortune of dying at
the hands of one of these monsters, coming
back to the last saved game position will
reveal that all of the previously killed mon-
sters have returned to their posts, and the
gauntlet must be run anew from the begin-
ning.
To survive and fight another day, the ideal
tactic in combat is to close in, swing, and then
run like heck to another corner of the area and
face the monster for the next swing when it
again closes. Repeat several zillion times until
the monster is finally defeated. Repeat even
more times to clean out a level, and more
times still to clean out a castle — and then
thei’e are multiple castles! How much of this
cowardly hit-and-run “heroics” one can stand
is a matter of taste, but a good stand-up fight
with a satisfying screen showing a monster’s
defeat would have been more to our prefer-
ence.
Withdrawal Symptoms
Tiying to find your way through multiple
levels of several castles while fight-
ing scores of regenerating mon-
sters is bad enough. Worse, Red
Qystal appears to offer the tanta-
lizing prospect of actually being
able to map dungeon levels. The
maps, which auto-gencratc slowly
as a character walks around dodg-
ing battles or looking for loot, dis-
appear completely whenever you
journey to another level or retreat
from monsters too difficult to
fight. “Fleeing” sends the character
randomly to another part of the
dungeon and, in the process,
eliminates all the mapping that
had been done up until that point.
But that’s not all. Dungeons
have .secret doors, and Red Crystal
takes the word “secret” to pre-
viously unexplored depths. If
you’ve accidentally fled into a
room with a secret door, for in-
stance, you may never find your
way out again (unless you flee
once more and are, again, placed
randomly elsewhere in the dun-
geon). How can this be? Because finding
secret doors depends on one’s Ability statistic
and, if it is too low, you’re entombed, period.
At some point, every gamer will appeal to
the manual to help them out of their frustra-
tions. In the case of Red Crystal, this may
make a bad situation worse. Now, QQP has
long been known for their below average
documentation. Previously, though, their
fine games have more than compensated for
their printed weaknes.ses, but leaving gamers
naked in the desert of despair with Red Cjystal
and naught but a bad manual for relief can
lead to wailing and gnashing of teeth that
reaches biblical proportions.
'Fhe usual poor (and unintentionally comi-
cal) editing aside, much of the manual’s de-
scriptive information is useless. The narrative
describing the various evil generals and mon-
sters, in particular, offers fiction where facts
would have been more appreciated. What the
rules really need are early game survival tips
and more information for intelligent charac-
ter generation. Also useful would have been
basic game information such as how healing
occurs and how to don armor.
Modem Bones
Red Ciystal is one of the first few RPGs to
offer modem play. Sadly, we’re not pikers
here, and even with the patient help ofQQP’s
tech support, a modem connection was not
possible. From trawling the on-line networks,
we discovered that we were not alone in our
difficulties and, in fact, were fortunate to even
get the game running without needing to
reconfigure our memory too much.
Among those who did manage a modem
hook up, players discovered that there were
even more frustrations ahead. For instance,
there isn’t a chat mode. How do you fight a
monster cooperatively with two players con-
nected by modem? Well, it seems you can’t.
Instead, you take turns — I’ll fight this mon-
ster, you fight that one — if you can find each
other and manage to stay together, but that’s
a different problem. Modem play has been
the saving grace of many a computer game
that was not in the forefront of its genre. In
the case of Red Crystal, unfortunately, its poor
implementation has become yet another
blood-pressure raising exercise.
Sticks and Stones (er, Crystals)
Like many of those who enjoy good com-
puter games, we’ve found QQP to be a very
satisfying wellspring of entertainment, and
their staff has always been exemplary in their
helpfulness. Frankly, however, we can’t be-
lieve that it says QQP on this game’s box. Of
course, every company has their dogs, and no
one can hit the mark everytime. Perhaps it is
the “home run hitters syndrome” that makes
this mi.ss stand out. Like Babe Ruth, when
QQP steps up to the plate and connects with
a game, they hit home runs and the fans come
back anticipating the next one. When they
miss, however, a strike out seems all the more
disappointing. We fear that this foul ball has
hit them in the face, leaving a black eye that
may take some time to completely heal, csw
Pane 6S
Computer Gaming World
CHIPS & BITS
PO BOX 234 ROCHESTER VT 0S767 DEPT 10042
FREE GAME OFFER
See Last Page for Details
Call 800<699-4263 Fax 802-767-3382
Int'l 802-767-3033 Source 10042
'PACIFIC STRIKE’
is a World War 11
flight simulation
that allows you to
change the course
of the war in the
Pacific Theater. Fly
a wide variety of
expertly modeled
aircraft in all the
major theatres, in-
cluding Pearl Har-
bor and Midway.
Plan your own mis-
sions and earn pro-
motions. Features
VGA Graphics. S49
‘NOTEBOOK
GAMEPORT'
Transforms high-
performance por-
tables into serious
simulation machines
by providing connec-
tivity for any IBM-
compatible joystick
or yoke and rudder
pedals. Completely
self-contained ex-
ternal gamecard,
connects to the se-
rial port and provides
pass-through mouse
port. S39
•ALONE IN THE
DARK 2’ Descend
into the terrifying
depths of the ulti-
mate 3D virtual
mystery. Become
the detective, Ed-
ward Carnby, em-
barking on a sleuth-
ing quest to rescue
a kidnapped child.
Features frightfully
eerie soundtrack,
70 characters, 15
levels and hun-
dreds of detailed 3D
objects. $36
'FLIGHT STICK
PRO’ is the ultimate
battle stick for com-
puter pilots. It can
activate radar, arm
and disarm weap-
ons and view your
aircraft without ever
removing your hand
from the stick. The
trigger and 3 fire
buttons gives you
full range of combat
while the viewer
gives you total com-
mand of the air-
craft. $57
‘FIELDS OF
GLORY’ An intrigu-
ing action game
with a miniature
feel. Command the
French. British or
Prussian in the
roles of Napoleon,
Wellington, or
Blucher. Choose
from 4 historical or
2 fictional battles.
Use a modem lor
head to head compe-
tilion. Fight a single
battle or an entire
campaign. $34
IBM HARDWARE I IBM HARDWARE I IBM ADVENTURE J IBM ADVENTURE J IBM ADVENTURE J IBM ADVENTURE
Acoustic Resrch P22
$66
Acoustic Resrch P42
$159
Acoustic Resrch P570
$319
Acoustic Resrch P622
$239
AdLib Sound Card
$34
Adlib Gold Sound Card
$99
Adlib Programmer's Man $6
Advned Gravis Ultrsnd
$129
Altec ACS 100 Spkrs
$109
Altec ACS 150 Subwfr
$109
Altec ACS 200 Spkrs
$209
Altec ACS 3 Spkr Sys
$169
Altec ACS 300 Sp Sub $229
Altec ACS 50 Speakers
879
CH Weapns Contrl Sys
$44
Cyberman
$74
Fighter Stick
$79
Flight Control Stand
$18
Flight Stick
$36
Flight Stick Pro
$57
Game Card 3 Automatic $28
Gravis Analog Joystick
$29
Gravs Anolog Pro JoystkS32
Gravis PC Game Pad
$19
Lablec CS-1000 Spkrs
$75
Labtec CS-1200 Spkrs
$84
Labtec CS-1400 Spkrs
$89
Labtec CS-150 Spkrs
$17
Labtec CS-550 Spkrs
$24
Labtec CS-700 Spkrs
$32
Labtec CS-800 Spkrs
$30
Lablec CS-900 Spkrs
$63
Mach 2 Joystick
S21
Mach 3 Joystick
$27
Maxx Cobra Flightstick
$54
Maxx Control Yoke
$54
Maxx Ruddr Pedals FLT $38
Media Concept
$39
Notebook Gameport
$39
Pilot Control Stand
$19
Pro Audio Spectrum 1 6 SI 39
Pro Audio Spct 16 Bas $115
Pro Audio Spectrum PlusS89
Pro Audio Studio 16 $169
Reel Magic CD Upgrde S699
Reel Magic Vid Upgrd $369
Rudder Pedals Driving $39
SonyMDRE414Hdphn $9
Sony SRS7 Speakers $9
Sony SRS9 Speakers $14
Sound Blaster 16 ASP $214
Sound Blaster 16 Base $129
Sound Blaster 16 MCD $169
Sound Blaster Deluxe $79
SBIastr Omni CD Drv $220
SBIaster Powrd Spkers $24
Sound Blaster Pro DIx $124
Snd Blaster Voice Assist $49
Snd Galaxy 8X2 $59
Snd Galaxy NX2 $79
Snd Galaxy NXPRO $109
SGalxyNXPR016MM $449
SGIxyNXPROieSCSI $139
SGaIxy NXPRO MM Kit $349
Sound Machine $94
Sound Machine Pro 16 8139
Sound Star Snd Enhncr $9
SoundManIB $99
Thruslmastr Drivg Sys $124
Thrustmastr FCS Pro $99
Thruslmastr Flight Sys $59
Thrustmastr Game Card $27
Thrustmastr Ruddr Sys $99
Thruslmaster WCS 2 $94
Video Blaster $349
Virtual Pilot $61
Voice Blaster 852
IBM ADVENTURE
7th Guest 2:11th Hr CO $65
7th Guest CD $48
7th Guest CO JC $35
Advent Will Beam EGA $1 9
Advent Will Beam VGA $24
Advent Will Beam CD 824
Advent Will Beam CD JC$19
Alone in the Dark
833
Atone in the Dark CD
$48
Alone in the Dark 2
$36
Atone in ihe Dark 3 CD
846
Altered Destiny
$29
Amazon Trail
$29
An American Tail
$21
Animation Classics
$39
Award Bundle
$46
Awful Thngs frm Outrspc$36
Beneath a Steel Sky CD $39
Beverly Hillbillies
819
Biolorge
$52
Bioforge CD
$52
Bloodnet
$39
Bloodnet CD
$43
Blue Force: Next of Kin
$42
Blue Force: Next Kin CD $39
Blues Brothers
$25
Buccaneers CD
$48
Castle Wolfenstein CD
$48
Cast Woltstn-Spr Dest
$32
Chaos Continuum CD
$42
City 2000 CD
$34
Colonel's Bequest
$15
Companions of Xanth
$34
Compans of Xanth CD
$39
Conan CD
$26
Conan CD JC
$16
Conqust Robin Hd VGA $24
Conqu Robn Hd WIN CD $42
Conquests of Camelot
$15
Conspiracy CD
$44
Critical Path WIN CD
$48
Cruise for a Corpse
$19
Curse of Enchantia CD
$23
Daemonsgate
$32
Daemonsgate CD
$32
Dark Seed
$28
Dark Seed CD
$39
Day of the Tentacle
$35
Day of the Tentacle CD
$42
Deja Vu1&2 WIN
$34
Dracula
834
DraculaCD 835
Dracula Unleashed CD $47
Dragon Knight 3 $46
Dragonsphere $42
Dreamweb $36
Dune CD $54
Dune CD JC $34
Earth Invasion WIN $24
East Front WIN $32
El Grito Dei Jaguar CD $46
Elf $24
Epic $32
Eric The Unready CD $36
Eric the Unready 821
Escape Dead Zone CD 848
Evolution 839
Evolution CD $39
Fascination CD $39
Firelancer 2120 $45
Firelancer2120 CD $45
Flashback $32
Floor 13 $15
FourplayWIN $19
Fred Pharks Frontr Phrm824
G-force $19
Gabriel Knight $39
Gabriel Knight CD $45
Gateway $13
Gateway 2 CD $34
Gateway 2:Homeworld $32
Gobliiins 1-3 CD ea $19
Guy Spy CD $29
Guy Spy CD JC $19
Hand of Fate $31
Hard Day's Night CD $29
Harvester CD $52
Heart of China EGA $34
Heart of China VGA $1 9
Heart of China VGA $34
Heaven and Earth $32
Heimdall $17
Hell Cab CD $52
Hired Guns $32
Homey D. Clown $27
Hook $32
Inca DOS orCD $19
Inca 2 DOS or CD $19
Indy Jones 4 Fate Atints $36
Indy Jnes Fate Atints CDS42
Inherit the Earth $45
Innocent Until Caught $34
Inspector Gadget $34
Iron Helix CD $56
Island of Dr Quandry $26
Isle of the Dead $38
Jack the Ripper $39
Jagged Alliance $48
Jonny Quest $26
Journeyman Project CD $48
Journeyman Proj 2 CD $52
Jurassic Park $39
KGB $17
Kid's Collection CD $14
King’s Quest 4 $34
King's Quest 5 VGA $32
King's Quest 5 CD JC $1 9
King’s Quest 5 WIN CD $41
King's Quest 6 VGA $45
King's Quest 6 CD JC $29
King’s Quest 6 CD $42
King's Quest 6 Upgrd CD$24
King's Ransom $36
King's Ransom CD $38
Kronolog : Nazi Paradox $36
Labyrinth of Time CD $48
Lands of Lore CD $44
Laura Bow 2 $24
Laura Bow 2 CD $24
Leather Goddesses 2 $39
Legend of Kyrandia $32
Legend Kyrandia CD JC $24
Legend of Kyrandia CD $39
Leisure Suit Larry 1 EGAS16
Leisure Suit Larry 1 VGA$19
Leisure Suit Larry 5 VGA$24
Leisure Suit Larry 6 $42
Leisure Suit Larry 6 CD $46
Loom $19
Loom CD $39
Lost Files Sherlock HlmsS26
Lost in Time $19
Lost in Time CD $19
Magic Death CD S2G
Magic Pockets $18
Man Enough CD $45
Manhole $27
Maniac Mansion $18
Mario is Missing CD $44
Martian Memorandum $24
Metal Mutant SSt
Microcosm CD 84S
Mixd Up Faery Tale EGAS14
Mixd Up Faery Tale VGA S2S
Mixed-Up Mother Goose 82S
Morph Man CD S3t
Myst CD $64
Nebulas $27
Cut of this World $36
Out of this World 2 CD S4£
Peppr's Advt in Tm VGA $2S
Phantasmagoria CD S5S
Police Quest 1 VGA Sif
Police Quest 3 VGA $2'
Polce Quest 4 DOS/WIN $4*
Potce Quest 4: CD $4!
Prince of Persia $21
Prince of Persia 2 $4'
Quantum Gate WIN CD S4i
Quest for Giory 1 Stf
Quest Glory 1 VGA CD S3!
Quest for Glory 3 S2‘
Quest tor Glory 4 $4;
Return To Zork CD $41
Return of Phantom S3'
Return of Phantom CD $31
Return to Zork $41
Return to Zork CD JC $3:
Rex Nebular Master Edit S3
Rittwar Legacy VGA S3
Ringworld S3
RingworldCD S3'
Robinson’s Requiem $4:
•INHERIT THE
EARTH’ A fantasy
adventure that will
introduce players to
a new world of breath
taking scenery and
excitement... Earth.
Accompany Rif the
fox as he attempts
to uncover the
mystery surround-
ing an ancient hu-
man artifact. Fea-
tures intuitive inter-
face, puzzles and
overhead perspec-
tive. S45
'SHADOW OF THE
COMET’ This Call of
Cthulhu adventure is
a labyrinth of mys-
tery and gripping full
screen animation.
Set in 1910 in the
sea-side village of
lllsmouth, players
become John T.
Carter a young as-
tronomer. Features
bone chilling 3D
animation, stunning
sound effects and an
action packed sus-
pense story. CD 348
‘GREAT NAVAL
BATTLES 2’ takes
you to the South
Pacific for 5 tactical
battles, 3 carrier
battles, one full
campaign and lim-
itless hours of cut-
ting-edge naval
combat simulation.
Features play
screens with digi-
tized WW2 photo
backgrounds and
fully animated real-
time damage con-
trol screens. S45
‘ARMORED FIST'
plunges you Into the
modern battlefield in
command of a com-
pany of armored
units. Features
complete driver's
station simulation of
the American built
M1A2 Abrams, M3
Bradley IFV. and the
Soviet builtT-80and
BMP. Remote artil-
lery and air support,
night vision optics
and amazing Voxel
Space terrain. SS2
‘MYST, The surre-
alistic adventure
that will become
yourwodd. Journey
to an island world
tinged with surreal-
istic mystery, where
only your wits and
imagination will
unlock an ancient
betrayal of the
past. Features 3D
photorealistic
graphics, original
soundtrack and
non-linear game-
play. CO 346
'ULTIMA Vlil; PA-
GAN’ You are im-
prisoned on a dis-
tant world where
the forces of the
Guardian hold ab-
solute command.
Without allies or
even a familiar
frame of reference,
you must learn to
defeat the ruling El-
emental Titans on
their own terms in
your quest to bring
the battle to the
Guardian. 352
IBM ADVENTURE
IBM ARCADE
IBMARCADE
IBM HINT BOOKS ■ IBM HINT BOOKS
tobinson’s Requiem CD S42
tobocop 3 S32
iam &Max Hit the Road S36
;am &Max Hit Road CD S45
Screen Antics WIN $19
lecret Monkey Isl VGA S25
iecret Monky Isl CD JC $19
iecret Monkey Isl CD S39
lecret Monkey Island 2 S21
lecret of 7th Labyrinth $42
lhadow Caster $34
lhadow of Comet CD $48
ihadowgatoWIN $34
limon the Sorcerer $32
ipaco Quest 1 VGA S16
ipace Quest 4 VGA $28
pace Quest 4 CD JC $16
pace Quest 4 CD $37
pace Quest 5 VGA $36
pellcasting t01 819
pellcasting 201 $36
pirit of Excalibur CD $22
tar Reach $36
tar Trek 25 Anniversary $32
tar Trek 25 Anniver CD $55
tar Trek; Judgment Rits$33
tar Trek StarFIt Acad $36
tar Trek StarFIt Acd CD $52
tarship $39
tellar7 $21
tellar 7 CD $24
urf Ninjas $37
ystem Shock $54
ystem Shock CO $54
erminalor 2029 $37
srminalor 2029 Opr ScrS19
srminator Rampage $42
2rror of the Deep $36
error of the Deep CD $36
he Dig $42
he Prophecy $19
reasure Huntrs, Inc CD $48
uneland CD $36
nder a Killing Moon CD $55
Walker $32
Warriors of Legend $18
Where in Amerc's Past $37
Where in Euro is Carmn $29
Where in Spce Crmn Dlx$44
Where in Time Carmen $32
Where in USA Carmen $29
Where in USA Crmn DIx $45
Where in World Carmen $29
Where in Wrld Crmn Dlx $52
Where in Wrid DIx CD $59
Who Kilid Sam Ruprt CD $21
Wing Comm Ultima 6 CD$24
Wing Comm UltmUW CDS55
Wrath of the Gods CD $39
Yserbius $28
Zombie Dino CD $48
IBMARCADE
500 CC Race Bike $29
Alien Breed $19
Aliens Ate My Babysitter $19
Aliens Ate My Babysitter $27
Back to the Future 2 $19
Battle Storm $29
CogitoWIN $34
Cool Croc Twins $24
Crazy Cars $25
Creepers $29
Creepers $34
Dragon’s Lair $22
Dragon's Lair CD $39
Dragon's Lair 2 Tm Warp$34
Dragon’s Lair 3 $34
Dragn’s Lr Esc Sgs Cst $34
Dragon’s Lair CD JC $28
Dragons Breath $27
Eagle’s Rider $29
Eight Ball Olx $38
Fast Action Paq $24
Fire & Forget $24
Galactic Conqueror $31
Galactic Empire $27
Geekwad Games Gaixy $19
Geekwd Gms Gaixy CD $21
Gobliiins 3 $19
Gobliiins VGA $16
Guy Spy $24
Highway Patrol 2 $27
Incredble Machine VGA $27
Incredible Machine 2 $27
Incredble Machne 2 WIN$29
Incredible Toons $29
Infestation $19
Innocent $38
Jurassic Park CD $44
Knight Force $29
Krusty's Super Fun Hse $29
Kye Deluxe WIN $33
Mad Dog Mcree CD $32
Mad Dog Macree 2 CD $39
Metal a Lace $29
Metal a Lace Upgrade $5
Microsoft Arcade WIN $29
Mirage Thunder $39
Monty Python $15
Mortal Kombat $39
Mystical $29
Night Breed $26
Nova 9 $21
Off Shore Warrior $24
Paper Boy 2 $19
Prehistorik $29
Raiden $32
Rebel Assault CD $44
Rise of the Robots $39
Silverball $29
Sliders $29
Space Ace $32
Space Ace 2 $34
Street Fighter 2 $34
Super Cauldron $25
Swamp Gas WIN $38
T2:Arcade Game $29
Take-A-Brk Pinball WIN $19
Teenage MNTurtlesAdv $14
Terrorpods
$24
GEN Secrets of Game
$10
Tetris Gold CD
$32
Gabriel Knight
$10
The Light Corridor
$29
Gateway Savage Frontr 810
Titan
$29
Global Conqust Strt w/dk$21
Titus Fox
$25
Gobliiins
810
Tristan Pinball
$19
Gold Rush
$10
Trog
$29
Gunship 2000
$16
Volfied
$19
Hand of Fate
$10
Who shot Johnny Rock
$39
Harpoon
$16
Winball WIN
$28
Harpoon 2 Stratgy Guide$16
Zool
$34
Heart of China
$10
Hilisfar
$8
1 IBM HINT BOOKS |
Immortal
Indi Jones 4 Fate Atintis
$10
$10
Indy Jones Grfx Adv
$10
A-Train
$16
Inherit the Earth
$16
Advent Willie Beamish
$10
island Of Dr Brain
$10
Altered Destiny
$10
Jetfighter 2.0
$16
Bard’s Tale 1-3 ea
$10
King's Quest 1-6 ea
810
Bargon Attack
$10
Laura Bow 2 HintBook
810
Blue Force; Next of Kin
$10
Leisure Suit Larry 1-3ea
810
Buck Rogers CountdownSIO
Leisure Suit Larry 5
$9
Castle Wolfenstein 3D
$10
Lemmings w/disk
$18
Castle of Dr Brain
$10
Loom
$10
Champions of Krynn
$10
Lord of the Rings VI
$10
Civilization
$16
Lord of the Rings V2
$6
Codename Iceman
$10
Lost Files Sherlock HImsSIO
Colonel's Bequest
$10
LucasArts Advent Book
$16
Conquests Robin Hood
$10
LcsArts Air Combt Strt
$16
Conquests of Camelot
$10
Magic Candle 2
$10
Curse of Azure Bonds
$10
Magic Candle 3
$10
Dark Queen of Krynn
$10
Manhunter New York
$10
Darklands
$14
Manhunter San Francsc
$10
Death Knights of Krynn
$10
Martian Dreams
$13
Dragons of Flame
$8
Master of Orion OffStrGdSIB
Dungeon Master
$10
Matrix Cubed
$10
Dynamix Grt War Planes$16
Might & Magic 1 & 2
$10
EcoQuest Search Cetus
$10
Might & Magic 2
$12
Elvira 2 Jaws Cerberus
$10
Might & Magic 3-5 ea
$16
Elvira Mistress Dark
$10
Might & Magic Compnd
$16
Eye of Beholder 1 or 3
$10
Off Bk Leis Suit Larry 2
$14
Eye of the Beholder 2
$12
Off Bk Ultima 2 Edition
$16
Fascination
$10
Off Gd RWIIco's SpcAdvS14
Fred Pharkas Fron PharmSS
Off Gd Kng’s Oust 3 Ed
$16
Off book of Police Quest $12
Patriot $16
Pepper’s Adventure Time $8
Planet’s Edge $16
Police Quest 1-3 ea $10
Poo! of Radiance $10
Pools of Darkness $12
Populous 1&2 Off Str Bk $16
Power Monger Strategy $16
Powermonger $10
Privateer Playtestr’s Gd $16
Protostar $8
Quest For Clues 2-4 ea $21
Quest for Clues 5 $16
Quest for Clues 6 $16
Quest for Glory 3 or 4 $10
Quest for Glory Strt Gd $19
Questbustrs: Bk of Clues$18
Railroad Tycoon $12
Realms of Arkania $14
Return to Zork $9
Return to Zork Advt Gde $16
Rex Nebuir CosGenBen $14
Rise of the Dragon $10
Savage Empire $10
Sea Wolf Strategy Guide $16
Secret Monkey Island $10
Secret Monkey Island 2 $10
Secret Silver Blades $10
Sentinel Worlds 1 $10
Shadow Caster $18
Shadow Sorcerer $1 0
Simcity/Simearlh Book $20
Simearth $16
Simlife Official Strategy $16
Sonic Strategy Guide $16
Space Quest 1 HintBookSIO
Space Quest 2-4 ea $10
Spellcasting 101; Off Bk $14
Spellcasting 201 BK $10
Star Trek 25th Aniv $9
Starflight 1 or 2 $10
Strike Commndr Off Bk $1 4
Stunt Island $16
CHIPS & BITS
PO BOX 234 ROCHESTER VT 05767 DEPT 10042
FREE GAME OFFER
See Last Page for Details
Call 800-699-4263 Fax 802-767-3382
Int'l 802-767-3033 Source 10042
STORM ACROSS C]
EUROPE’ covers
every part ot the
blitzkrieg that Hitler
unleashed in 1939.
You control every
facet of the war In-
cluding amphibious
iandings, u-boat
campaigns and
strategic bombing
strikes. Whiie the
battie rages, you
must juggie limited
resources between
production and re-
search. SI 2
‘UNDER A KILL-
IlllllflalllVPValll
ING MOON' Trans-
ports you to the
virtual world of the
feisty detective
Tex Murphy. New
.a
feature allows you
,. -'#1
to save and splice
scenes together.
Digitized voices &
sound effects and
/V / /Tf /jil
an amazing level
of detail & free-
dom of movement
make this game vl-
h 1 ^ IWfUM- M
sually & aurally
stunning. CD $55
•DETROiT' is the
uitimate automobile
simuiation that lets
you design and
build the car of your
dreams! Create a
powerful Empire
and amass for-
tunes! But first you'ii
have to face strikes,
wars, new iaws and
competition from up
to 3 opponents.
Features 9 types of
vehicles. Research
engines, brakes,
sattey & more. S34
•PEBBLE BEACH
GOLF LINKS’ is
the first in a series
ofLiNKSCLASSiC
EDiTiON courses
made for the LINKS
386 PRO with VGA
graphics. Design-
ers and program-
mers spent more
than a year repro-
ducing every nu-
ance of Pebbie
Beach. Users wili
feei like they've ac-
tuaiiy piayed the
coursei S24
'DARK LEGIONS'
Command Stygian
forces in a savage
battie for uitimate
poweri Your goal:
seek out and destroy
the opposing legion's
master, Create an
army of up to 50
beings from the
realm of dark fan-
tasy. Choose from
16 different charac-
ters each with
unique powers. Fea-
tures modem and
network play. S42
IBM HINT BOOKS
IBM BUNDLES
IBM EDUCATIONAL
IBM EDUCATIONAL
IBM ROLE PLAYING
IBM ROLE PLAYING
Summoning
$16
Perfect General Trilogy
$36
Super Mario WrId Seerts
$9
Power Hits: Batlletech
$32
Tales Magic:Prphc Shdw$12
Power Hits: Movies
$17
Time Quest
$10
Power Hits: Sci FI
$19
Treasures Savge Frontr
310
Power Hits: Sports
$19
Tunnels & Trolls
$16
Quarterdeck Game Bndl
$62
TurboGrafx 16 Vol 2
$10
Secret Weap Luftwff CD
$39
Ultima 4-6 ea
$10
Space Quest Bndle 1-4
$42
Ultima 7
$12
Spellcasting Bundle
$34
Ultima 7 & Uworld Book
$16
Spellcasting Bundle CD
$32
Ultima 7,5 Baincng Scis
$16
Task Force 1 942 CD
$35
Ultima Avatar Advent Bk
$16
The Victory Pack
$25
Ultima U Stygian Abyss
$12
Turning Point
$29
Ultima UW Wrid Lab Bk
$12
Ultima Bundle 1-6 CO
$59
V Victory
$16
Ultima Trilogy
$39
Wizardry 6 Cosme Frge
$12
Ultima Trilogy 2
$48
Wizardry 7
$16
Wing Commander 1 Dlx
$48
Yeager Air Combat Hdbk SI 6
Wing Commdr 1 Dlx CD
$29
Yserbius
$12
Wizardry Trilogy
$32
Zelda 3
$9
Wizardry Trilogy 2
$33
IBM BUNDLES ■ IBM EDUCATIONAL
ADD Collector's Edit 2 S46
ADD Starter Kit S35
Air Combat Classics 542
Capstone CD Gm Colltn 545
Combat Classics $19
Dynamix Bundle 1 524
Eye of Beholder Collet $52
Eye of Beholder Tril CD 551
Falcon 3.0 wThrstm FCSS99
Gateway Collection 1&2 532
LandSeaAir2 519
Lost Treasures Infocom 539
LostTreasrs Infocm CD 539
Lost Treasres Infocom 2 $29
Lost Treasrs infem 2 CD $29
Lucas Classic Advent $36
Magnetic Scrolls Bundle $21
Max Pac $16
Maximum Overkill wDisk $45
Megatortress Mega-Pak $38
Aesop's Mmdia Fbis CD $30
Ancient Empire 525
AnnabVs Drm Anc EgCD 552
Auto Map S39
AutoWorks 549
Barney Br Gs to Schl CDS23
Barney Br Gs to Spe CD 523
Big Bug Alphbt Bk CD 532
Castle o( Dr Brain EGA $25
Castle of Dr Brain VGA $1 9
Children’s Writg & PubI $42
Civil War $57
Clockworks $19
Dinopark Tycoon $34
Dinosaurs CD $48
Discovers of Deep or COS37
Don Quixote CD $24
□yno-Quest 529
EcoQuest VGA $32
EcoQuesl CD 529
EcoQuest 2 VGA 328
Fatty Bear’s Bday Surp 332
Fatty Bear's Funpack CD$34
Fatty Br’s Wrid Gms CD $44
Fatty Br’s Bday Surp CD 833
Hypnotic Harp CD $34
Island Of Dr. Brain VGA $29
Jack and Beanstalk CD $34
Japanese Alive CD $118
Jungle Book WIN CD $19
Last Chnee See WIN CDS38
Mario Teaches Typing $26
Mario Teaches Typg CD $48
Mavs Ben Teaches Typg $29
Mavs Ben Tch Typg WIN 834
MS Art Gallery Londn CDS45
Microsoft Dinosaurs CD $42
Mmedia: Vivaldi WIN CD 524
Orbits: Voyage Solar SysS29
Oregon Trail WIN $34
Oregon Trail WIND CD $39
Peter Pan Story Pairrt AdS34
Play Room $35
Print Shop Dlx $49
Print Shop Dlx Bus Grph $29
Putt Putt Goes to Moon $42
Putt Putt Gs to Moon CD544
Putt Putt Joins Parade $32
Putt Putt Joins Pard CD 548
Putt Putt's Funpack CD 534
Putt Putts Fun Pak 519
Quarky Quaysoo’s VGA 529
Reader Rabbit 1 532
Reader Rabljit 2 $37
Reader Rabbit 2 WIN $29
Reader Rabbit 3 $32
Reader Rabbt RdyLtrs35$37
Rodney's Funscreen $32
Rodney's Funscreen CD $46
Scooter's Magic Castle $32
Secret Isl Dr. Quandry $29
Slatr& Charlie Go Camp $29
Slaters Charlie CD $42
Softwre Toolwks Ref CD $79
Speedreader WIN $30
Stickybear Prts of Speh $32
Slickybear Reading $24
Stickybear Spellgrabber $29
Stickybear Spelling TutorS32
Student Writg Cent WIN $32
Super Munchers $29
Supr Solvrs: Midnt Rsc $26
SS: Gizmos S Gadgets $26
Talking Jungle Safari CD $60
Treasure Cove $29
Treasure Malh Strm WIN$32
Treasure Mountain 839
TreeHouse $39
WWCrmn Sdg Dlx CD JC$24
IBM ROLE PLAYING
All Character Editors $16
Access Super Bundle S40
Al-Qadim $45
AI-QadimCD $42
Amberstar $19
Arborea Journ Inr Sanct $34
Arena: Elder Scrolls $44
Bard's Tale Construction $29
Black Crypt $32
Blackmoore CD $46
Bloodstone 527
Bloodwych $15
Celtic Legends $32
Challenge of 5 Realms S39
Champions $37
Cobra Mission $34
Conan $16
Curse of Azure Bonds $15
Cyber Empire $16
Cyber Space $39
Cyber Space CD $38
Dark Queen of Krynn $32
Dark Sun $47
Dark Sun Grey Isle ExPkS34
Darklands $29
Darklands Mstr Ed wbk
S51
Lords of Midnight CD
$55
Darksun CD
$49
Loremaster
$29
Daughter of Serpents
$19
Lost Tribe
$26
Death Knights of Krynn
$21
Lure of Ihe Temptress
$16
Demon Hunter
S42
Magic Candle 1
$19
Disciples ot Steel
$29
Martian Dreams
$37
Dragon Tales CD
838
Megatraveller
$18
DragonsphereCD
$39
Might S Magic 3
$19
Dungeon Hack
$42
Might & Magic 4
$37
Dungeon Hack CD
$34
Might & Magic 5
539
Dungeon Master
$29
Pirates Gold
339
Dungeon Master 2
$36
Planet's Edge
$22
Elvira 2 Jaws Cerberus
$19
Pool of Radiance
$15
Eternam
$19
Pools of Darkness
$38
Eye of the Beholder 1
$14
Protostar
$39
Eye of the Beholder 2
$19
Raven loft
$48
Eye of the Beholder 3
$42
Ravenloft CD
$52
Eye of BeholdrSCDJC 524
Realms of Arkania
$36
Eye of Beholder 3 CD
$48
Red Crystal
529
Fire King
824
Savage Empire
$34
Flams of Freedm MWII
324
Secret Silver Blades
$15
Forgotten Castle
$49
Shadow Caster CD
$48
Forgotten Castle CD
$55
Sherlock Holmes 1 CD
536
Four Crystals of Trazere $16
Sherlock Holmes 2 CD
536
Gateway Savge Frontier $32
Sherlock Holmes 3 CD
551
Gods
$16
Spacewrecked
519
Gryphon Mstrs of Havlar $38
SpellJammer:Pines Rim
S16
Heroes Might & Magic
$45
SpellcraftiAspcl of Valor $19
Hero's Might & Magic CDS45
Star Saga 2
519
Hunters of Ralk CD
$54
StarTrek Next Gen CD
546
Interactive Movie 1
$52
Stonekeep
$52
Interplay's 10 YrAnth CDS48
Stonekeep CD
548
Jorune
$45
Stronghold
$36
Jorune CD
$48
Summoning
$16
Lands of Lore
534
Sword of China
$42
Legacy of Necromancer
$17
Syndicate CD
S'18
Legacy: Realm of Terror
$39
Tales Magic:Prphc ShdwSIB
Legend
$22
Twilight 2000 VGA
$24
Loom CD JC
$19
Ultima 4 Quest ot Avatar $35
Lord of the Rings CD
$45
Ultima 5 Warrrs of Desty $35
Lord of the Rings VI
$32
Ultima 6 False Prophet
$19
Lord of the Rings V2
$37
Ultima 7 Black Gate
$47
Lord of the Rings VI & 2 $35
Ultima 7 Forge of Virtue
$16
Lords of Midnight
$48
Ultima 7.5 P2 Silvr Seed $20
'DREADNOUGhfTS'
models the looks
and tactics of fight-
ing fleets during
the great age of the
battleship. In-
cludes 7 scenarios
such as; Falklands
(1914), Jutland
(1916) and Bank
(1915). Features
menu interface for
entering com-
mands, external 3D
view and hidden
movement. 1 or 2
players. S34
‘STAR WARS:
REBEL ASSAULT’
Take control of a
SfarWars vehicle in
challenging piloting
and combat sce-
narios. Hone flight
and combat skills to
defend Tatooine
against Imperial at-
tack. Challenge the
menacing walkers
of planet of Hoth
and combat the
Empire in intense
deep space
battles. CD $44
'THRUSTMASTER’S FORMULA TV is the most realistic
control for all of today's driving simulators. Features fully
functional steering wheel, brake and gas pedals and turbo
boost gauge used in supporting games, $124
•LINKS 386 PRO’
offers SUPER VGA
graphics and ad-
vanced features
designed for your
386 Of 486, New
features include
computer oppo-
nent, save game
option that allows
yourfriendstopiay
against you in an
existing game.
Play at Harbour
Town or use the
course disks for
extra fun. S32
•SAM & MAX HIT
THE ROAD’ Sam:
"You know Max.
ever since we've
beenCD-ROMed, I
feel an urge to say
everything out
loud!" Max: "Me
too! Technology is a
beautiful thing,
Sam" Now hear
their wacky banter
as they search lor
a bigfoot on the
lam. Now in CD-
ROM Talkie Ver-
sion. CD $45
'THE GRANDEST
FLEET’ Experi-
ence the grueling
campaigns, the
agony of defeat &
the exhilaration of
victory! Allocate
natural resources
to build missile
sites, radar sta-
tions, shipbuilding
facilities and super-
ships. It is up to you
to destroy your
nemesis. Modem
play and random
maps. $36
IBM ROLE PLAYING
IBM SIMULATIONS
IBM SIMULATIONS
IBM SIMULATIONS
IBM SIMULATIONS
IBM SIMULATIONS
JItima 7.5 Serpent Isle $48
JItima 8: Pagan $52
JItima 8 Speech Pack $17
JItima 9: Ascension $52
JItima 9: Ascension CD $54
JItima 10 CD $54
JItima UWorld 1 & 2 CD $59
JItima UW 1 & 2 CD JC $34
Attack Pack $42
B17 Flying Fort Classic $19
B17 FFort wSS 2 CD JC $26
B17FFor1wSS2CD $37
Backroad Racers CD $43
Battle of Britain
Battlecruiser 3000
Car and Driver
$34
$45
$26
JItima UW 2 Labyrinth
$48
Chopper Pack CD
JItima UW Stygn Abyss
$21
Coaster
Jncharted Waters
$42
Combat Classics 2
Jnlimited Adventures
$33
Cyber Race
fell of Darkness
$37
Cyber Race CD
Vaxworks
$19
Delta V
Ving Comm2UUWCD
$34
Design Your Own Raiird
Vizardry 4
$19
Earthquake Simulatr CD
Vizardry 6 Cosme Frge
$22
Elite Plus
Vizardry 7 Crusaders
$29
European Racers CO
Vorld of Xeen CD
$42
Eye of the Storm Fit Sim
F117 + F15 CDJC
IBM SIMULATIONS 1
F117A Stealth Fir VGA
FI 5 Strike Eagle 2
F15 Strk Eagle 2 Seen
.TP 2.0
$29
F15Strk Eagle 3Acs Pk
.,T,A,C
$30
F15 Strike Eagle III
>10 Avenger
$46
FI 5 Strk Eagle 3 CO JC
.lOTank Killer1,5 Enh
$19
FI 5 Strk Eagle 3 CD
>320 Airbus
$32
FI 9 Stealth Fighter
$32
kH-64 B Longbow
vH-64 Helicopter
ices Over Europe $39
ices Europe Miss Dk 1 $27
ices Europe Miss Dk 2 $27
ices Pacific Miss Dk
.ces of the Deep
.ces of the Pacific
cross the Rhine $48
Jr Combat Pacific 1942 848
lirDuel $33
Jr Warrior SVGA
irmourGeddon
irmoured Fist
irt of the Kill
issignment Miami
$46
$19
$42
$39
$34
$32
F40 Pursuit Simulator $29
FA 18 Hornet or CD $54
Falcon 3.0 $46
Falcon 3 SI Fightng Tgr $24
Falcon 3 S 2 MiG 29 $32
Falcon 3 S3 FA 18 Hrnt $32
Falcon 4.0
Falcon AT
Falcon Gold CD
Fast attack CO
Fire & Forget 2
Flat Top
Fleet Defender F14 Tmc!S48
Flight Adventures 825 $39
Flight Planner $24
Flight Sim ToolKit $58
$59
$16
$55
$48
$29
$48
Flight Sim Toolkit CD $54
Flight of the Intruder $16
Fly the Grand Canyon $32
Flying Circus $39
Frontier Elite 2 $38
Grand Canyon Scenery $18
Great NB Supr Ships Atl $19
Great Nav Batt Sen Bid $24
Great Naval Batt CD JC $28
Great Naval Battles CD $55
Great Naval Battles 2 $45
Great Naval Batt 2 CO $42
Gunship 2000 VGA $37
Gunship 2000 Seen Dsk $24
Gunship 2000 CD JC $26
H.A.W.C. 834
Harrier Assault $32
Harrier Assault SVGA $48
Harrier Assit SVGACD $44
Heroes of the 357th $15
Hyperspeed $16
Indy Car Racing $39
Inferno DOS or CD $39
Iron Angel DOS or CD $39
Jet Fighter 2.0 $39
Jet Fighter 2.0 Miss DiskS19
Jet Pack CD $46
Jump Jet $39
Jump Jet Aces Pack $50
Jutland CD $44
Knights of the Sky $19
Lawn Mower Man CD $42
Life and Death $19
Life and Death 2 $24
Lunar Command $24
Ml Tank Platoon Classic $19
M4: Sherman Tank Sim $34
Mantis Experim FtrVGA $28
Mantis Exper Speh Pak $19
Mantis Exper Ftr CD JC $19
Mantis Experim Fghtr CDS46
Maxim Overkll Bndl CD $59
Maximum Overkill MD 2 $32
Mechwarrior 2 $46
Mechwarrior 2 Add-on $19
Mechwarrior 2 CD $46
Megafortress Miss Dk 2 $26
Megarace $36
Metal Tech: Battledrome $29
MiG 29 (Stand Alone) $44
MS Fight Sim4 Japan hdS19
Microsoft Flight Sim 5.0 $46
MS Fight Sim5 LsVegas $29
MS Fight Sim5 New York $29
MS Fight Sim5 Paris $29
MS Fight Sim5 SnFrncscS29
MS Fight Sim5 Portland $32
MSFIghlSim5DC $29
MS Fight Sim Fight ShopS32
Microsoft Space Sim 1 .0 844
Mig29GoldCD $52
Nomad CD $39
Operation Airstorm CD $42
Pacific Strike $49
Pacific Strike Speh Pak $17
Power Boat Simulator $39
Praxim $32
Privateer $48
Privateer Special Opert $22
Privateer Speech Pack $17
Rally $29
Reach lor the Skies $19
Real Weather Pilot $29
Red Baron MD Builder $18
Red Baron VGA $36
Road S Track GP Unlim $24
Sailing instretr Pk VGA $239
Sailing Sim3 Est or Wst $32
Sailing Simulator 3 $42
Scenery Enhancmt Editr $21
Scenery: Hawaii $16
Scenery: Tahiti $16
Sea Wolf $48
Sea Wolf CD $52
Seal Team $37
Secret Wp Luflwff CD JCS19
Secret of Dinosaurs CD $44
Shuttle $26
Shuttle CD $29
Silent Service 2 $19
Space Racers CD $44
Spectre VR CD $45
Spectre Virtual Reality $38
Speed Racer $34
Star Fleet Acadamy CD $45
Storm Troop DOS or CD $54
Strike Commander $34
Strike Commander CD $55
Strike Comm Spec Opi $22
Strike Comm Speech PkS19
Stunt Island $37
Sub War 2050 $36
Syndicate $39
Syndicate Si AmerRvIt $22
TFX: Tactical Fightr Exp $39
TFX CD $45
Tank $16
Task Force Admirls Pack $45
Team Yankee 2 $19
Team Yankee 2 CD $29
Test Drive 2 $30
Test Drive 2:Colleclion $19
Test Drive 3 $29
Test Drive 3: Passion $19
Theme Park $42
Tie Fighter $48
Top Gun Danger Zone $24
Tornado $48
Tornado CD $42
Tower $42
TraconWIN $28
Ultrabots Sanction Earth $36
Vette $15
VoiceCommndrF117A $18
Voice Commndr F15SE3 $18
W C 2 Operation 1 $19
W C 2 Operation 2 $22
W C 2 Speech Mod SI 3
W C Secret Mission $20
W C Secret Mis 182 Bdl $20
WC Secret Mis 2 HD $20
Wild Blue Yonder CD $49
Wing Armada $54
WingCommander $19
Wing Commander 2 $26
Wing Commander 2 Bdl $29
Wing Commdr2 DIx $29
Wing Commdr 2 DIx CD $29
Wing Commander 3 $52
Wing Commander 3 CD $54
Wing Commndr Acady $26
Wings of Glory $52
Wolf Pack CD $42
Wollpack $15
World Circuit $35
World Circuit CD $34
X-Wing $42
X-Wing Mission Disk 1 $19
X-WingMDk2B-Wing $19
Yeager's Air Combat $21
Zephyr $45
IBM STRATEGY
18th Air Squadron $36
A Train $34
A Train Construction Set $19
A Train wConstructn Set $42
Advanced Civilization $35
Aide de Camp $42
Airbucks 1.2 $24
Ambush at Sorinor $42
Ancient Art of War Sky $26
Archon Ultra $34
Arctic Baron $29
Arctic Baron CD $29
Armada $22
Armada 2525 $34
Ashes of Empire $29
Bandit Kings Anct China $34
Battle Group Commndr $45
Battle Isle $32
Battle Isle Scenario Disk $22
Battle of Chickamagua $38
Batt of Chickamagua CD $42
'ACROSS THE RHINE’ Control history's most famous tanks
or entire companies & experience the fierce combat & tough
decisions that gripped WWII lank commanders. Blast your
way through enemy units across war-lorn Europe. S48
•SOLUTION CD'
Have you ever
played a game, got
as far as you could,
but just weren’t able
to finish? Would
you like to be invin-
cible, have unlim-
ited lives or grand
scores, discover
hints that aren't in the
manual or help-line
or see the graphics
and concepts of a
game before pur-
chasing it? NOW
YOU CAN! CDS29
'D.R.A.G.O.N.
FORCE’ They’re
armed, dangerous
and ready for ac-
tion. They're the
Drastic Response
Assault Group Op-
erations Network
Force - an elite in-
ternational strike
force against terror-
ism. Lead your
team of top-secret
trouble-shooters on
special operations
to Ihe hottest hot
spots worldwde. SI 2
•RAVENLOFT’ Un-
veil and destroy
Straud, one of the
most nefarious of
all gothic horror
characters, or you’il
never escape the
terror of the AD&D
Ravenloft game
world. Features in-
ventory manage-
ment for the whole
parly on one
screen, extra large
3D gaming window
and digitized sound
effects. CD SS2
'WORLDS AT
WAR’ is a game of
planetary con-
quest. Aspacerra-
val warfare based
on the Solomon
Campaign of 1942-
43 naval combat
on a galactic scalel
Play for hours like
a chess game or
for a weekend
with a full cam-
paign. Features a
72 page manual on
"How loAttack Neu-
tral Planets” S19
IBM STRATEGY
IBM STRATEGY
IBM STRATEGY
IBM STRATEGY
IBM STRATEGY
Battles in Time
S36
Ei Fish
$34
Mechamander CD
$42
Second Conflict WIN
$34
The Complete UMS
$44
Joe Montana Football 2 $42
Battles of Destiny
S34
Empire Builder
$36
Mega Lo Mania
$19
Seven Cities Gold 2
$19
Theatre of War
$16
LH Boxing Contenders
$16
Beyond Squad Leader
S38
Empire Deluxe
$34
Merchant Colony
$17
Shadow President
$39
Theatre of War Set 1
$21
LH Pro Baskeball Utilits
$16
Black Beard
S36
Empire Deluxe WIN
$35
Merchant Prince
$39
ShadowGateWIN
$32
Tigers on the Prowl
$42
LH Pro Basketball
$36
Breach 2 Scenario Disk
S15
Empire Deluxe Seen 1
$21
Nano Tank WIN
$28
Sid Meir's Civil War
$58
Unnatural Selection
$29
LH Pro Bball 89-90 Tms
$16
Breach 3
S36
Empire DIx Mastr Ed CD $45
Napoleonics
$34
Siege With Exp Disk
$19
Utopia
$29
LH Pro Bball L Leaders
$16
Buzz Aldrin Race Soace
S38
Fantasy Empires
$39
New World Order
$38
Sim Ant
$29
Viking Conquest
$36
LH Pro Bball Utilities
$16
Buzz Aldrn Rce Soce CDS54
Fantasy Empires CD
$45
Nobunaga's Ambition
$29
Sim Ant WIN
$34
Vikings Fields Conquest
$19
Lance Haffner Baseball
$36
Caesar
829
Fantasy Fiefdom CD
$48
Nobunaga's Ambition 2
$37
Sim Ant CD
$48
Vikings Fids Conqusl En
$34
Lance Haffner Boxing
$36
Campaign 2
$36
Fields of Glory
$34
Objection
$19
Sim City
$27
Walls of Rome
$39
Lance Haffner Coll BBall
$36
Capitalist Pig WIN
$19
Fifth Fleet
$42
Objection Enhanced
$19
Sim City WIN
$34
War in the Gull
$19
Lance Haffner Football
$36
Carriers at War
$24
Fort Apache
$19
Operation Crusader
$34
Sim City CD
$48
Warlords 2
$42
Lance Haffner Hockey
$36
Carriers at War 2
$39
Gemfire
$37
Operation Europe
$42
Sim City Classic
$26
Warlords 2 Seen Editor
$29
Links Crs 2 Firestone
$17
Castle Conquest
842
Genghis Khan 2
$36
Outpost CD
$48
Sim City Classic WIN
$26
Warlords
$16
Links Crs 3 Bay Hill
$17
Castles
$18
Gettvsburq
$29
Overlord
$21
Sim City 2000
$42
When Two Worlds War
$34
Links Crs 4 Pinehursl
$17
Castles 2
$36
Geltysbq Interact Battle $32
Paladin 2
$34
Sim City 2000 WIN
$42
Worlds at War
$19
Links Crs 5 Dorado
$17
rnciioe 0 rn
Rdd
Global Domination
$34
Patrician
$34
Sim City 2000 CD
$45
Links Crs 7 Troon North
$17
Celtic Tales; Balor of EvilS42
Gobliiins 2
$16
Patrician CD
$36
Sim City 2000;Grt Distrs
; $18
1 IBM SPORTS
1
Links Pro 386 Golf
$32
Chessmst 4000 Trb WIN
1 $36
Gold of the Americas
$24
Pax Imperia
$39
Sim City Graphic Set 1
$23
1
Links Pro 486 CD
$45
Civilization
$44
Grandest Fleet
$36
Perfect General
534
Sim City Graphic Set 2
$23
Links Pro Crsi Mna Kea
$15
Civilization WIN
$42
Great NBalt Admirls Pak $49
Perfect General 2
$44
Sim Earth
$29
APBA Baseball
$24
Links Pro Crs2 Pinehrst
$16
Clash of Steel
$39
HUMANS
$24
Perfect General S2 20th $23
Sim Earth WIN
$29
APBA Bsball Innovator
$34
Links Pro Crs3 Bnfl Spr
$15
Cohort 2
$18
Humans CD
$28
Perfect Generl SD WW2 $21
Sim Earth CD
$48
APBA Bsball Stalmstr 2
$29
Links Pro Crs4 Belfry
$15
Colonization
$45
Humans: Insult to Injury $14
Populous
$17
Sim Farm
$29
APBA Bowling
$14
Links Pro Crs5 Innsbrk
$15
Colonization CD
$45
Harpoon 2
$48
Populous 2
$26
Sim Health
$29
APBA Football
$34
Links Pro Crs6 Firestne
$2(
Command HQ Classic
$18
Harpoon 2 Battle Set 1
$26
Populous Promisd LandsS14
Sim Life
$29
APBA Hockey
$34
Links Pro Crs7 PbbI Bch $2‘
Command and Conquer
$42
Heirs to the Throne
$36
Powermonger
$19
Sim Life WIN
$29
APBA Micro Manager
$32
ML 1950s World Series
$11
Conquer for Windows
$19
Kingdoms of Franoe
$34
Protoslar CO
$39
Smokin' Gun WIN
$28
Action Sports Soccer
$19
ML 1960s World Series
$11
Conquered Kingdoms
$34
Kingdoms of Germany
$36
Purest Wargame
$36
Space Hulk
$19
All American Coll FB ’94
$42
ML 1970s World Series
$11
Conqurd Kingdms Sen 1
$24
Kingmaker
$39
Rags to Riches
$36
Space Miner
$36
American Gladiators
$21
ML 1980s World Series
$1';
Conquered Kingdoms 2
$36
Koshan Conspiracy
$36
Railroad Tycoon 2
$40
Space Raiders CD
$42
Barkley; Shut Up & Jam
$42
ML BB 4 USAT Fan Mng S2‘
Conquest
$36
Koshan Conspiracy CD
$48
Railroad Tycoon Classic
$19
Spaceward Ho!
$36
Baseball for WIN
$46
ML SB 4 USAT Gen Mng$1!
Conquest of Japan
$36
L’Empereur
$37
Rampart
$17
Spaceward Hoi WIN
$36
Basketball Challenge
$28
ML BB Pro Teams ea
$21
Crisis in the Kremlin
$32
Lemmings 2; Tribes
$29
Reach for the Stars
$24
Special Forces
$39
Blood Bowl
$39
ML Personal Pro Golf
$21
Cvberoo
$39
Lemmings Datadisk
$19
Realms
$16
Star Control
$29
Brett Hull Hockey
$42
MicroL 82-88 BB Seasn
$11
D-Dav: Beoinnino of End$42
Lemmings wDtdk CD
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Red Ghost
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Star Control 2:
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Dave Robnsn NBAActn
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MicroL 89 FB Season
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Dark Star
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Liberty or Death
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Red Zone
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Strike Squad
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Dirk's Baseball Encyc
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MicroL BB 4 USA Today
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Darklegions
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Lost Admiral
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Stronghold CD
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Front Page Football Pro
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Lost Admiral Enhanced
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Detroit
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Lost Admiral Seen Disk
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Tac Ops
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Hardball 3
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Microsoft Golf for WIN
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Discovry Stp Columbus
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Lost Vikings
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Romance 3 Kingdoms 2
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Tank
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Hardball 3 Collection
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Mike Dilka Power Ftball
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Dominion: One Kng's Lf
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Maelstrom
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Task Force 1942
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NFL Challenge
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Dominus
339
Master of Orion
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Rules of Engagement 2
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Tegel’s Mercenaries 2
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Jack Nicklaus Signtr Ed
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NFLChall 1985 Teams
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Dune 2
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Mechamander
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Rules Engagem 2 CDk
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T 2 Chosswars CD
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Joe Montana Football
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NFLChall Premium Ed
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•SOUND MAN
WAVE’ provides
the highest 16-bit
44kHz recordirig
quality and high-
end wave table
synthesizer that
significantly im-
proves the play-
back quality of pre-
recorded games
and multimedia
music. Includes
softwaretor record-
ing, editing, mixing,
and extra value
software- S99
‘DUSK OF THE
GODS' Become
an Einherjor, one of
Odin's champions,
& travel throughout
the lands of Norse
Mythology. Battling
hostile creatures
will be one of many
challenges you
must face on your
journey. Alter
events so the gods
may defeat the
minions of Loke at
the Battle of
Ragnorak. S24
'FLEET DEFEND-
ER F14' Whether
on routine Fleet de-
fense duties, air to
air combat engage-
ments or special in-
tercept missions,
the F-14 Tomcat
leads the field.
Features state of
the art 3D visuals,
accurate flight
modeling of all
planes, authentic
radar and weapons
j system, & cam-
••■VL X.jaatfc ) P“9ns. S48
'DIPLOMACY' is the computer version of the board
game of persuasion, compromise & betrayal. Try to arrange
deals that will lead you to ultimate victory. The result is di-
plomacy. a balance between the trust needed to deal & the
profitable stab in the back that leaves you friendless. S12
•7th GUEST; lllh
HOUR' Sequel to
7th Guest except
the stakes are
higher, the puzzles
more clever and the
return visit even
more unsettling.
Solve puzzles and
investigate clues
that take you
through Stauf's
haunted house with
movie-like piot
twists, special ef-
fects and music
soundtrack. CDS49
‘CYBERMAN 3D
CONTROLLER’
This revolutionary
input device allows
you to move freely
in 3D. High reso-
lution and absolute
mapping provide
maximum preci-
sion. Tactile feed-
back that lets you
fee! all the action,
from a bump
against a wall to the
full impact of being
shot or attacked
from behind. S74
IBM WAR GAMES
IBM WAR GAMES
NFL Coaches Club S34
NFL Coaches Club ExpnSl9
NFLCchesClubFBCD S34
NFLFootball S19
NFL Football ’94 S29
NFL Video Football S19
NHL Hockey S44
Nascar Challenge S29
PGA Tour Golf S21
PGA Tour Golf Crsi $17
PGA Tour Golf Ltd Ed $32
PGA Tour Golf WIN $38
Pga Tour Crs 1 WIN $17
Pro Tennis Tour 2 $19
94-95 CDX Calender CD $29
Adult Movie Almanac CD $52
Adult Palate CD $22
Adult Palate 2 CD $29
Adult Piclr Library VI CDS19
Adult Reference CO $24
Advt of Brad Stallion CD $39
After Dark Trilogy CD $34
Amateur Models CD 819
American Girls CD $29
Animatd Fantasies CD $34
Animatd Fantasies 2 CD $34
Best of Inferno CD $39
Best of Vivid CD $32
$36
$36
Girlfriend Suzie
Girlfriend Teri
Girls Steven J Hicks $29
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Glamour Girls 1943 CD $36
Heavenly Bodies 2 CD $45
Hidden Obsessions CD $32
High Volume Nudes CD $26
Hooter Heavens CD $36
House of Dreams CD 524
Hs of Sleepg Beauts CD 529
Insatiable CO 532
Intract Adv Symr Bts CO $39
Jigsaw Pinups 519
Strip Poker3 DD1-6 ea $16
Strip Poker Professional $34
Strip Poker Pro DD1-6eaS16
Super Smutware CD $19
Tracy I Love You CD $32
Tropical Girls CD $26
Wickd 0-71me Movie CD $42
Womn Who Lov Men CD $26
Women of Venus CD $22
X-Rated Bloopers CD $27
IBM WAR GAMES
Fifth Eskadra $36
Fleet Med $27
Gary Grigsby Pacifc War$45
Gary Grgsby’s War RussS45
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Overexposed CD
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Blood & Iron
548
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Brdg2:W/OmarShrfCD $52
Tony LRss BB 2 1992 $16
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Blue and the Grey
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Patriot
$14
Bridge 7
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Tony LRss BB 2 1993 $16
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Patton Strikes Back
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Bridge Olympiad
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Penthouse Jigsaw PG
$21
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Prelude to Jutland
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Tony LRssTms 1901-68 $15
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Red Sky Morning
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Return to Falklands
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Civil War No Grealr GIry
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Rommel at El Alamein
$36
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$26
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$29
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1 ■
Femme Fatale DD1-6 es
iS18
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Second Front
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Checkmate
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1 IBM ADULT 1
Femme Fatale WIN
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Sexiest Women on CD
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$59
Seventh Fleet
$36
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Squad Leader
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$39
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Drums of Glory
$44
Stalingrad Campaign
$36
Chessmniac 5 Bill&l CD $34
101 Sex Positions 2 CD $34
Gifts That Keep Givg CDS25
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$19
Fall Gelb
$36
The Great War
$39
Chessmaster 2000
$24
to fly & master differ-
ent planes & discover the strengths and weaknesses of each,
as well as those of the enemy. Features 5 different planes,
4 channel digital sound and Instant mission generator. S52
•TIE FIGHTER’,
Sequel to the ac-
claimed X-WIng,
players fly under
the direction of the
Dark Lord himself,
Darlh Vader. Defy
the Rebel Alliance In
training, combat mis-
sions & tours of duty
that strengthen the
Emperor's hold on
the galaxy. Six Im-
perial starfighters
to fly under the
strategies of the
Empire. $48
‘THE CHARGE OF
THE LIGHT BRI-
GADE' During the
Crimean War, was
one of the brav-
est, & saddest In-
cidents In British
Military History, Of
the 673 men who
began the charge
only 195 were fit
for action at its
end. Features a
large game area, 2
player mode, ani-
mated graphics, &
tactical maps. $12
‘MAGIC CANDLE
III’ The ancient
lands around the
Solian Sea have
been stricken by a
mysterious blight!
Crops are failing, ill-
ness is spreading,
and strange beasts
lurk in the hills. Can
you find the source?
Explore the southern
homelands, unearth
valuable treasure
and stop the blight
before it consumes
theworldl SI 2
‘AMAZON’ recap-
tures the fun & ex-
citement of the
1950's drive-in
movies. Travel to
unexplored regions
of the Amazon, fight
10 foot ants and
find emeralds sto-
len by Cortez.
Amazing cinematic
effects such as
multiple camera
angles, flashbacks,
pans & fades. Fully
digitized voices &
soundeffects. S1Z
1 IBM TRADITIONAL I
1 IBM TRADITIONAL 1
IBM TRADITIONAL
1 IBM BUDGET
1 IBM BUDGET
1 IBM BUDGET
n
Chessmaster 3000
$29
Origamo
$39
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Captain Blood
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Earthrise
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Chessmaster 3000 WIN
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Oshkosh '92 CD
$39
Wrath of the Demon CD $29
Cardinal of the Kremlin
$6
East V West Berlin 1948
$9
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$12
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$46
Pinball Dreams
$29
Zig-Zag
$34
Carrier Command
$9
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$12
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$6
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$32
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$15
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I $9
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$9
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$30 1
1 Casino Craps
$12
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$9
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IBM BUDGET
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$12
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$9
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$16
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$12
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$12
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$29
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$26 1
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$9
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$3
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$12
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$6
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$13
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$9
1 Charge of Light Brigade
$12
Free DC
$9
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$12
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$32
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$26
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$12
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$9
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$12
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Acquire
$9
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$9
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$6
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$12
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$39
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$25
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S3
Combination Lock
$9
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$12
Millenium
$6
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$49
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$34
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$9
' Conflict
$12
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$9
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$89
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$29
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$12
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$5
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$9
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$19
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$12
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NFL Chall 91 Pre Seasn
$9
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Solitaire WIN
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$6
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Solitaires Journey
$34
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$9
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$9
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$9
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$9
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839
Solitaire’s Journey WIN
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$9
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Go Master Vr 5 WIN 53
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$38
Amazing Spiderman
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Crime Does Not Pay
$12
Interact Adult WIN CD
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New Facilities Locator
59
GrandMastr Chess DIx
$37
Star Wars Chess CD
$44
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$12
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$9
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$12
Never Mind
$9
Home Alone 2
$26
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$19
Armada Villa Crespo
$9
Dark Half
$9
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$12
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$4
Das Boot Submarine
$12
Jack Nicklaus Clip Art
$3
Ninja Rabbits
59
Hoyle’s Book Games V2
$19
Swap
$29
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$6
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$9
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1 $6
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$9
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Tactical Wizard
$39
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$12
Decision at Gettysburg
$12
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$6
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$6
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Take-A-BrkCrswrd WIN
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It’s a Wonderful Life CD
$39
Terminator 2 Chess Wars$37 1
Banzai
$9
Diplomacy
$12
Japan Scenery Disk
$12
Oligopoly
$9
Jeopardy 25 Aniversary
$14
Terminator Chess
$34
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' Dognapped
$9
Jeopardy 1 or 2
$9
On Target
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Jeopardy, Super Talking
$16
Tesserae WIN
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Baseball Card Collector
$12
Don't Go Alone
$6
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$7
Operation Combat
$12
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$34
Tetris
$15
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$9
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$7
Joan of Arc
$12
Pac Man
$9
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$39
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$26
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$6
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$12
Killing Cloud
$6
Penthouse Jigsaw XXX
$12
King's Table
$24
Tetris Classic WIN
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$9
Dr Doom’s Revenge
$9
L.A. Law
$9
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$21
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$29
Big Business
$9
Dr Thorp’s Mini Blackjck
$9
Laser Squad
$12
Pictionary
$12
Lawn Mower Man SS CD$36
Trump Castle 3 CD
$29
Blackjack
$9
Dr Wong's JcksA/d Pkr 5
I $9
Leather Goddesses
$12
Pirates
$12
Lexicross
$24
Vegas EntrtnmtPakWINS21 1
Blackjack WIN
$12
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Lightspeed
$9
Playmaker Football
$12
Lucky’s Casino Advent
$39
Vegas Games PakWIN
$21
Blue Max Aces Great War $9
Dragons of Flame
$9
Links Crs 6 Barton Creek $9
Power Drome
$6
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$29
Video Cube CD
$45
Breach 2
$12
Dragon Force
$12
Line in the Sand
$12
Power Hits: Kids
$9
Monopoly Deluxe WIN
$29
Videogame Solution CD
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$9
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$9
Power Politics WIN
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$34
Virtual Reality Studio 2
$49
Bo Jackson Baseball
$12
Dragon Strike
$12
ML Baseball All Stars
$12
Predator 2
$9
Omar Sharif Bridge WIN
$32
Wayne’s World
$19
Bodycello CD
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Dune
$12
ML Football 2
$12
Pro FB Analyst 92 Edit
$9
Omar Sharif on Bridge
$32
Welltris
$15
Boom Box
$12
Dusk of the Gods
$12
Madden Football
$12
Punisher
56
Omar Shrf Bridge DIx CD$46
Word Tris
$27
Canyon Capers
$12
E- Motion
$6
MacArthur’s War
$9
Puzzle Gallery 1
$9
•AL-QADIM: THE
GENIE'S CURSE' a
pre-gensrated char-
acter. allows the
player to enter the
action right away.
Simple point-and-
click interface pro-
vides hours of fast
real-time action, ar-
cade style combat,
exploration, puzzle-
solving and role-
playing. Multiple dif-
ficulty levels chal-
lenge both novice &
expert players. S45
•OPERATION
CRUSADER' is set
in the expansive
reaches of the
Libyan & Egyptian
deserts during
WWII. Six historical
scenarios will show
you first hand what
open field tactics
and desert combat
are really like. Ex-
perience the cursed
Hellfire Pass, & see
for yourself if you
can earn the title of
'Desert Fox.' S34
‘MECHWARRIOR
2 ’ Climb into one of
16 Battle Mechs
and prepare to set
your imagination
on (ire. You're
strapped into a
100-ton machine
that can annihilate
a squadron of
F-15S in a heart-
beat. And you're
about to battle your
way across the
planetary terrain.
From ice to desert
to urban land. S46
•BREACH 3’ As
Squad Leader of
an elite corps of
marines waging war
against the UDP
you must direct
your mer< in mis-
sions from rescue-
and-support to
seek-and-destroy.
Combines the best
of turn-based and
real-time gaming.
Features tree-struc-
tured campaigns &
individual marine
personalities. S36
'AD LIB'The music
synthesizercardthat
made the PC game
industry stand upand
listen, is here to
make your favorite
action, adventure,
role playing, arcade
and simulation
games come alive
with sound. Fea-
tures 11 different
FM synthesized
voices and the
greatest level of
software support in
the industry. S34
'SYSTEM SHOCK' You receive a neural jack implant that
allows you to enter cyberspace. Upon awakening, you dis-
cover that a super-intelligent computer has seized control
of the station and is planning to release a deadly virus. S54
TURBO GRAFX
TURBO GRAFX
Puzzle Master
$6 Tony LaRussa Baseball
$9
Jack Nicklaus CrDk 1-3ea$6
Twisted
$51
RBI 2
$9 Tony LaRussa BB 1990
$12
Jack Nicklaus Crs Dk 5 $6
Who Shot Johnny Rock $49
Regengade Legion IntrptS12 Tony LaRussa BB 1991
$12
Lexi Cross
$19
Wing Commander
$49
Rings Of Medusa
$9 Tony LR Classic Stadms $12
Omar Sharif Bridge Dlx $19
WorldBuilders, Inc
$49
Rodeo Games
$9 Treasures Savage FronlrS12
Out of this World
$19
Rotox
$9 Trump Cst 2 Casino Rsri
$6
Robo Sport
$24
1 MBA /sen
Ruckus Pokr or Roulette $12 TrumpCst2D01 Lts Sits $4
Shadowgate
$19
■ NeU uEU
1
Rules of Engagement
$9 Trump Cst 2 DD2 Poker
2 $4
Sherlock Holmes CnDt 2$19
Savage
$6 Turn-n-Burn
$9
Sim Ant
$19
Neo Geo Gold System $569
S.C. Out
$12 Typhoon of Steel
$12
Spirit of Excalibur
$14
Neo Geo Control Pad
$46
Scenery Collection Set A
$9 UMS 2 Planet Editor
$12
Test Drive 2: CA Challng $6
Neo Geo Demo Vidtape $3
Scenery Collection Set B
$9 Under Fire
$12
Test Drive 2: Super Cars $6
2020 Super Baseball
$119
Scenery Collin California
$9 Uninvited
$6
WordTris
$19
3 Count Bout
$189
Scenry Coll Great Britain
$9 Vaxine
$12
Alpha Mission 2
$129
SDI
$6 Vengeance of Excalibur
$12
orm
1
Andros Dunos
$199
Sentinel Worlds 1
$9 Video Poker Villa Crespo $9
oUU
1
Art of Fighting 1 or 2
$199
Shadow Sorcerer
$9 Video Poker WIN
$12
Baseball Stars Pro 1or2S149
Siege
$12 Video Poker by Masque
$9
3DO System
$699
Burning Fight
$149
Sleeping Gods Lie
$12 Visions of Aftermath
$12
3DO Gun
$39
Crossed Swords
$129
Snoopy’s Fun Pack
$9 Wacky Funster
$9
Aces over Europe
$49
Fatal Fury
$149
Sorry
$12 War of the Lance
$9
Battle Chess
$46
Fatal Fury 2
$199
Space Vegetables
$9 Weaver Tm S Ply Sits 8i
3 $3
Demolition Man
$49
Fatal Fury Special
$199
Sporting Triangle
$3 Wheel of Fortune 1 or 2
$6
Dragon Tales
$49
King of the Monsters
$149
Spot
$6 Wheel of Fortune 3
$9
Dragon's Lair
$49
King of the Monsters
2 $179
Star Legions
$9 Wild Wheels
$12
Dragons Lair 2
$52
Magician Lord
$149
Strategic Forces
$9 Wrath of the Demon
$12
Escape Monster Manor $49
Mutation Nation
$149
Street Ball
$9 Xiphos
$9
Horde
$49
Nam 1975
$129
Storm Across Europe
$12
Jurassic Park
$49
Ninja Combat
$149
Taking of Beverly Hills
$6 1
AMIGA
Lemmings
$49
Riding Hero
$129
Team Yankee
$12 1
Mad Dog McCree
$49
Robo Army
$149
Teenage Mul Nnja TurtI
$12
Madden Football
$49
Samurai Shodown
$199
Teenage MNT Man Miss $12 Breach 1 Scenario Disk
$3
Megarace
$44
Sengoku
$129
Teenage MNTurtls Arcd
$12 Fast Break
$3
Microcosm
$49
Sengoku 2
$199
Teenage Mutnt NniaTumsi2 Heatwave
$3
Night Trap
$52
Soccer Brawl
$129
Tegel’s Mercenaries
$9 Jack Nicklaus Course 1
$6
Oceans Below
344
Supers Man
$129
Terran Envoy
$9 Test Drive2:Muscle Cars
$3
Out of this World
$49
Super Sideks Soccer
2 $199
Test Drive 2: Euro Chall
$6
PGA Tour
$49
Super Sidekeks Soccer$179
Test Drive 2: Supercars
$9
1 Road Rash
$49
Super Spy
$129
Test Drive 3'.Road & Car
$9
MACINTOSH
Shock Wave
$49
Survivor
$199
TheTinies
$12
Space Ace
$49
Thrash Rally
$129
Think Cross
$12 1
Bridge 7
$19
Star Control 2
$49
Top Hunter
$199
Thunderhawk
$6 1
Dragon's Lair 2
$19
Star Trek Next Genert $49
Top Players Golf
$129
Tie Break Tennis
$9 '
Go Master Deluxe
$49
Stellar 7
$49
View Point
$199
Time Quest
$12
Harpoon Scenario EditorSl4
Total Eclipse
$52
World Heroes 2
$199
Turbo Duo S289
TurboGrafx 16 CD PlayrS149
Air Zonk S42
Battle Lode Runner S43
Beyond Shadowgate CD S45
Black Hole Assault CD S47
Blood Gear CD S47
Bonk's Big Adventure CDS44
Camp California CO S44
Cosmic Phantasy 3 CD S46
Dragon Slayer CD $42
Dungeon Explorer 2 CD $44
Dungeon Master CD $44
Dynastic Hero CD $44
Exile 2 CD $46
Fantasy Star Soldier CD $44
Fighting Street CD $34
Gao CD $45
Godzilla CD $46
JB Harold CD $37
Jackie C. Actn Kung Fu $39
King of Monsters 2 CD $46
Loom CO 839
Lords of Thunder CD $44
Lords of Rising Sun CD $39
Madden Football CD $44
Magical Chase $39
Might & Magic 3 CO $47
Military Madness $27
Mystic Formula CD $45
NexzarCO $47
Populous CD $48
Prince of Persia CD $39
Rayxanber 3 CO $48
Riot Zone CD $44
RoboTech 2036 CD $44
RoboTech Lov Song CO $47
SimearthCD $42
Soldier Blade $39
Splash Lake CD $28
Street Fighter 2 $79
Terraforming CD $44
Turrican $14
Vasteel CD $46
Wizardry 1 &2CD $44
World Heroes CD $46
Xak 1 & 2 CD $47
JAGUAR 1
Jaguar System
$249
Jaguar CD System
$299
Jaguar Controller
$24
Alien Vs Predator
$54
Barkley Basketball
$46
Baseball
$54
Basketball
$54
Battle Wheels
$54
Battle Zone 2000
$54
Brett Hull Hockey
$46
Brutal Sports Football
$56
Bubsy
$46
Checkered Flag 2
$54
Club Drive
$44
Crescent Galaxy
$44
European Soccer Chall
$56
Hardball 3
$46
Jack Nicklaus Golf
$46
Jaguar Formula 1 Racg
$54
Kasumi Ninja
$54
NFL Football
$54
Raiden
$44
Tempest 2000
$44
Tiny Toon Adventures
$44
Ultimate Brain Games
$56
Ultra Vortex
$54
LYNX
Lynx System
$89
Alien Vs Predator
$44
Battle Zone 2000
$38
Castle Wolfenstein 3D
$39
Checkered Flag
$36
Oracula
$44
Eye of the Beholder
$44
CHIPS & BITS
PO BOX 234 ROCHESTER VT 0S767 DEPT 10042
FREE GAME OFFER
See Last Pago for Details
Call 800-699-4263 Fax 802-767-3382
Int'l 802-767-3033 Source 10042
•METAL & LACE’
The gorgeous Robo
Babes are expect-
ing you and you'll
get a welcome you
won't soon forget.
Strapped in Robo
armorfi loaded with
special weapons,
the talking Robo
Babes will have you
gripping your joy-
stick & wiggiing the
gimbal ail night
iong! Contains vio-
ient fighting scenes
&sexygraphics.$29
‘BIOFORGE’ Afler breaking free of your security cell, you
enter the ruins of an ancient alien civiiization. There is a
hostile alien on the prowl & an emergency situation to bring
under control. 3-D synthetic actors & rendered backgrounds.S52
‘FORT APACHE'
Take charge of a
detachment of cav-
alry troopers in this
exciting Wild West
strategy game. Pa-
trol the area around
Devilbush Hills and
train your rooky
men into hardened
troopers. Features
wide variety of mis-
sions, choice of
weapons, detailed
troop statistics and
fighting on foot or
horseback. S19
•ACES OVER EU-
ROPE’ Experience
the intensity of
aerial combat in the
European Theater
ofWWii. Fiy with pi-
lots from the U.S.
Air Force, R.A.F. &
German Luftwaffe.
Patroi the front
lines, target supply
depots & come face
to face with ground
targets and artillery
bunkers. Fly a
single mission or a
tour of duty. 539
‘THIRD REICH’ On
September 1,1939,
this man unleashed
a war machine so
horrific, when it was
finally defeated, 40
million people lay
dead. Features 4
challenging sce-
narios, 1 or2player
mode, full play ca-
pabilities on both
Operational and
Strategic Maps, in-
tuitive interface
and Neural Net
Technology. S34
GENESIS
GEN ADVENTURE
GEN ADVENTURE
GEN KICK & PUNCH
hisb
GENESIS SPORTS
4 Way Play Adaptor S29
6 Button Arcd Powr StickS44
6 Button Control Pad S19
Cable for Genesis 2 SI 9
F-16 Wireless Contrl PadS42
Game Gun CD $22
Genesis Activator $89
Genesis CD System 2 $229
Genesis CDX System $399
Genesis Sys Sonic 2 $119
Genesis Team Player $28
Mega Mouse 536
Remote Arcade Pad 51 9
Remote Arcade System $36
SG Program Pad 2 $32
Saturn System 32 Bit $499
Sega Steering Wheel $39
GEN ADVENTURE
Addams Family $44
Advent Will Beamish CD $42
Aladdin $49
Alien Trilogy CD $49
Alien Vs Predator $49
Asterix & Great Rescue $49
Beavis & Butt-Head $49
Bubba&StixCD $44
Bubsy 846
Casllevania $44
Chester Cheetah 2 $46
Chuck Rock 2 CD $49
Cliffhanger CD $49
Cool SPOT $45
Demolition Man $56
Dolphin CD $39
Dracula or CD $49
Dracula Unleashed CD $43
Dragons Lair 1 or 2 CD $49
DuneiBatlle lor Arrakis $49
Fire Team Rogue $59
Golden Axe 3 $49
HeimdallCD $44
Hook CD $42
Incredible Hulk S54
Indiana Jones CD $39
Indy Jones 4 CD $44
Intrplanetary Lizards $49
Jungle Book $54
Jurassic Park CD $49
Mad Dog McCree CD $49
Mansn Hidden Souls CD $49
Mickey & Don Wrid lllsn $32
Out of this World or CD $49
Pink Panther $47
Pirates of Dark Water $54
Popeye $46
Prince of Persia $49
Puggsy or CD $49
Rebel Assit CD $46
Ren & Stimpy Show $46
Rise of the Dragon CD $46
Robocop Vs Terminator $56
Rolling Thunder 3 $49
Secret Monky Island CD $42
Sherlock Holmes 2 CD $43
ShinobI 3 $46
Sonic Hedgehog CD $46
Sonic the Hedgehog 3 $56
Space Ace CD $49
Spiderman & Venom $54
Spidrman vs Kingpin CD $36
Splatterhouse 3 $52
Star Trek Next Gener $49
Star Trek Next Genr CD $64
Star TrekiDeep Space 9 $54
Sunset Riders $29
Switch CD $49
T2:Judgement Day $42
TerminatorCD $49
Time Killers $56
TimeGal CD $39
Toe Jam & Earl 2 $46
Vikings $39
Virtual Bart $49
Who Shot Jonny Rck CDS49
Wolf Child or CD $42
XMEN $46
Young Indy Jones Chron543
Zombies Ate Neighbors $44
Zool $49
GEN ROLE PLAYING
Baltletech $52
Battletech CD $42
Dark Wizard CD $43
Dungeon Master CD 542
Eye of the Beholder CD $54
Gemlire $49
Genghis Khan 2 $59
Lunar CD $46
Lunar 2 CD $49
Might & Magic 3 $59
Phantasy Star 2 or 3 $59
Pirates! Gold $49
PowermongerCD $43
Rings of Power $56
Shadow Run $49
Shining Force $46
Star Quest $49
Uncharted Wtrs NwHori2S59
Vay CD $46
GEN KICK & PUNCH
BatlleToads/Dble DragonS49
Best of the Best $49
Clayfighter $52
Dragon $56
Eternal Champions $56
Fatal Fury 2 $54
Final Fight CD $39
King of the Monsters 2 $54
Mazin Saga $44
Mortal Kombat CD $46
Mortal Kombat 2 $69
Ninja Warriors CD $49
Power Instinct $52
Rise of the Robots $49
Rise of the Robots CD $46
Street Fightr 2 Chmp Ed $62
Streets of Rage 3 $59
TMNTrTournmnt Fighters 856
GEN SHOOTERS
Battle Fantasy CD $42
Black Hole Assault CD $42
Cobra Command CD $39
Crime Patrol CD $49
Drug Wars CD $49
Exo Squad $54
Gauntlet 4 $46
Grindstormers $49
Gunslar Heroes $44
Lethal Enforcers w/gun $69
Lethal Enfrcrs w/gun CD S64
MegaTurrican $46
RoboAlesteCD $41
Silpheed CD $43
Skeleton Krew $46
Soul Star CD $44
Stellar Fire CD $46
Subterrania $49
T2:Arcade Game CD $49
Third World War CD $42
Total Carnage or CD $49
GEN SIMULATIONS
AH-3 FirehawkCD $44
Al Unser Jr Racing $46
Battle Corps CD $44
Desert Strike $42
F117 Night Storm $52
F15 Strike Eagle 2 $48
Ground Zero Texas CD $54
Harrier Assault CD $49
Jaguar Racing CD $39
Jungle Strike $49
MIG 29 $47
Monster Truck Wars $49
Nigel Mansell WCR $49
Pow Mod:Euro Cars CD $42
Race Drivin' $45
Racing Aces CD $36
Road Avenger CD $39
Road Rash lor 2 $42
Skitchin' $44
Speed Racer $56
Super Battletank 2 CD $44
Super Monaco GP 2 $39
Tomcat Alley CD $49
Vidua Racing $79
Wing Commander 2 $56
GENESIS SPORTS
Barkley Basketball $54
Bill Walsh CollFB or CD $49
Bowling $42
Brett Hull Hockey 354
Brutal Football $49
Double Dribble 352
ESPN Baseball or FBall $54
ESPN Baseball CD $49
ESPN Football CD $49
FIFA International Soccr $52
Greatest Heavyweights $49
Hardball 3 $52
King Salmon $42
Legends of the Ring $49
MLBPA Baseball $52
Madden Football 94 $54
Mutant League Football $36
Mutant League Hockey $49
NBA Basketball or CD S49
NBA Showdown $58
NFL Greatest Teams CD $49
NFLSpodsTalkFB94 $49
NHL Hockey 94 $49
NHL Hockey 94 CD $52
PGA Tour 3;Europe $52
Pele Soccer $54
Prize Fightr Vid Boxg CDS49
RBI Baseball 4 CO $49
Side Pocket $39
Tecmo Super Bowl $52
Tony LaRussa Ullim BB 838
Vitale Basketball $52
WWFSW:Rage in Cg CD $46
WWFSW2:Royal RumbieS49
Winter Olympics $54
World Chmpshp Soccr 2 $46
World Cup USA $54
GEN STRATEGY
Aero Biz Supersonic
$59
Caesars Palace
$49
Columns 3
$46
Dune CD
$49
Family Feud
$49
General Chaos
$36
Jeopardy or CD
$49
Jeopardy 2 Deluxe
$49
Libedy or Death
$59
Microcosm CD
$49
Nobunaga's Ambition
$49
Risk CD
$52
Romance 3 Kgdms 2or3 859
Shanghai! 2
$44
Sonic Spinbail
$43
Super Battleship
843
Vidual Pinball
543
Warrior of Rome 3 CD
$52
Wheel of Fodune 2
S49
GAME GEAR
Game Gear System $129
NBA Basketball $32
NBA Jam Session S38
NFL Football Joe Montn $36
Sonic the Hedgehog 3 S32
'STAR REACH' You are on a quest to conquer & colonize a
galaxy of alien worlds in a mind-bending, real-time universe.
First you must overcome hostile climate conditions, ward off
enemies, calculate risks & make tactical decisions. $36
'OUTPOST' You
only get one chance
to destroy civiliza-
tion. Players ex-
plore new worlds,
research new tech-
nologies and strive
to colonize distant
planets. Based on
NASA research.
Outpost is a realis-
tic simulation of the
complexities in-
volved in building a
self-contained colony
on a hostile planetary
surface. CDS48
•1942: THE PACIFIC AIR WAR' Dodge the relentless gun-
fire of Japanese Zeros. Execute gravity twisting dive-bomb
attacks. Attack enemy bombers in a desperate fight to save
your carrier. Virtual Cockpit allows viewing in all directions. $48
'ACES OF THE
DEEP’ Between
September 1939
and May 1945, Ger-
many launched
over 1,000 U-boats
into combat against
the Allies. Dive
deep to avoid at-
tacks and measure
your succes in
tonage as you take
command in the
most realistic and
advanced WWII Ger-
man U-boat simula-
tion created. $42
•WARLORDS 2'
brings the fun and
excitement of the
first Warlords with
640 X 480 graph-
ics, a hidden map
option, and totally
new Al system.
Features random
mapping for infinite
replayabiiity. troop
transports for am-
phibious wadare, &
a diplomacy option
that provides the
framework for
backstabbing. $37
•SIMCITY 2000’
is the long
awaited follow up
to SimCity that
takes urban plan-
ning into the next
century. SimCity
2000 adds a new
level of realism &
sophisticated
gameplay. New
features include
underground
water and trans-
portation systems,
3D views & SVGA
graphics. $42
SNES HARDWARE
Championship Joystick
$64
Power Plug
$34
Pro Action Replay
$79
Super Advantage
$39
Super Multitap
$32
Super Nintendo Sys
$139
Super Scope
$54
Wireless Control Pad
$42
SNES ADVENTURE
AcIRaiser 2 $49
Addams Family Values $54
Aero the Acrobat $39
Aladdin $54
Alien vs Predator $44
Aliens 3 $49
AmerTail;Feival West $49
Arcus Odyssey $54
Asterlx the Gaul $54
Beauty & the Beast S56
Beavis & Butt-Head $49
Bubsy $54
Bugs Bunny:Rab Ramp $56
Capt America & Aveng $42
Castle Wolfenslein 3D $54
Crazy Chase $49
Daffy Duck/Marvn Mrtn $49
Death of Superman $59
Dracula $49
Fire Team Rogue $59
Flintstones $49
Generation 2 $54
Hurricanes $49
Incredible Hulk $54
Jetsons $49
Joe & Mac 2 $49
Jurassic Park $56
Knights of Round Table $56
Lawnmower Man $42
Legend $49
Magic Boy $46
Mario & Wario $54
SNES ADVENTURE
Metal Combat
$48
Pink Panther
$44
Pirates of Dark Water
$52
Popeye
$49
Radical Rex
$49
Ren & Stmpy Shw or 2
$52
Robocop Vs Terminator
$56
Rocko’s Modern Life
$49
Run Saber
$39
S.O.S.
$52
Space Ace
$52
Speedy Gonzales
$52
Spiderman & Venom
$59
StarTrek Next Gen
$59
StarTrekiDeep Spce 9
$56
Steven Seagal
$54
Super Advent Island 2
$52
Super Empire Strk Bek
$55
Super Mario All Stars
$54
Super Return of Jedi
$59
Super Star Wars
$36
T2:Arcade Game
$49
Tales of Spike McFang
$56
TazMania
$48
Terminator
$44
The Shadow
$52
Time Killers
$56
Time Slip
$39
Ullraman
$46
Untouchables
$52
Virtual Bart
$57
Wizard of Oz
$36
X-Kaliber
$49
Young Merlin
$56
Zero Kamikaze Squirrel
$54
Zombies Ate Neighbor
$49
Zool
$49
SNES KICK & PUNCh|
Art of Fighting $59
Battle Blaze $46
Claytighter $56
SNES KICK&PUNChI
■SNES ROLE PLAYINgI
1 SNES SIMULATIONS
Dragon
$56
Seventh Saga
$56
Super FI 2
$58
Fatal Fury 2
$59
Spellcaster:Aspct Valor
- $49
Super Mario Kart
$46
Final Fight 2
$52
Super Dragone Crom
$54
Super Off Road:Baja
$52
King of Dragons
$59
Ultima 6 or 7
$59
Super Strike Eagle
$36
King of Monsters 2
$54
Uncharted Waters or 2
$59
Top Gear 2
$49
Mortal Kombat 2
$69
Warrior of Rome 3
$52
Transformers 2
$56
Ninja Warriors
$56
Turn & Burn:No Fly Zne
$52
Peace Keepers
$54
■ ....
__ ■
Wild Trax
$56
Power Instinct
$54
I SNES SHOOTERS ■
Wing Comm Serf Miss
$49
Ranma 1/2:Hard Battle $54
Rise of the Robots
$54
Bio Metal
$47
■
Samurai Showdown
$59
Citadel
$52
■ SNES SPORTS
Sengoku
$49
Contra 3
$46
Shadow of the Ninja 2
$54
Cybemator
$49
Barkley Basketball
$56
Streetfighter 2 Trbo Ec
i $59
Exo Squad
$54
Baseball Stars 2
$54
Super Street Fighter 2
$69
Fire Striker
$52
Bill Walsh Coll Football
$52
Survival Arts
$54
Galactic Defenders
$52
Brett Hull Hockey
$54
TMNTTournt Fighters
$56
In the Hunt
$54
Brutal Football
$52
Tuff Enuff
$42
Lethal Enforers w/gun
$69
Diamond Challenge
$52
Ultimate Fighter
$56
Operation Logic Bomb
$39
ESPN Bsballor Fball
$54
WCW Super Brawl
$49
Parodius
$54
Hardball 3
$56
World Heroes 2
$58
Soldier of Fortune
$57
Jamm It
$56
Super Metrold
$56
Ken Griffey Baseball
$52
. ■
Super R-Type 3
$54
Kick Off 3
$54
SNES ROLE PLAYING!
Super Sonic Blastmn 2
$54
Kirby's Tee Shot
$52
Super Turrican 2
$49
Legends of the Ring
$49
Brain Lord
$59
Total Carnage
$52
MLBPA Baseball
$52
Breath of Fire
$59
View Point
$54
MLBPA Grand Sim BB
$59
Equinox
$52
NFL Football
$39
Eye of the Beholder
$59
■ ...
.... ■
NHL Hockey 94
$49
Final Fantasy 3
$64
■ SNES SIMULATIONS ■
Pele Soccer
$54
First Queen
$54
Pro Sport Hockey
$54
Gaia Fantasy
$56
Air Strike Patrol
$52
RappBall
$49
Gemfire
$56
Al Unser Jr Racing
$52
Slam Masters
$54
Genghis Khan 2
$59
Choplifter3
$44
Soccer Shootout
$54
Journey Home
$49
F-1 Pole Position
$54
Sports Illustrated Kids
$56
King Arthur/Knghts Jstc $59
Freeway Fly Boys
$49
Super Bases Loaded 2
$59
Lord of the Rings
$54
Monster Truck Wars
$58
Super Goal! 2
$54
Lufia
$54
Rock & Roll Racing
$49
Teemo Baseball
$56
Might & Magic 2
$52
Spectre VR
$52
Teemo Super Bowl
$59
Obitus
$50
Speed Racer
$56
Teemo Super NBA Bbll
$56
Paladin’s Quest
$52
Star TrekiStarflt Acad
$56
Winter Extreme
$54
Runes of Virtue
$59
Super Battle Tank 2
$54
Winter Olympics
$54
Secret of Mana
$59
Super Chase HQ
$49
World Cup USA
$54
SNES STRATEGY
Aero Biz Supersonic $59
Family Feud $46
Jeopardy 1 or 2 $52
Jeopardy Sports Edition $52
Liberty or Death $59
Loopz $46
Mario's Fun w/Numbers $49
Mario's Time Machine $54
Metal Marines $59
Nobunaga's Ambition $49
Operation Europe $59
Pinball Dreams $49
Railroad Tycoon $54
Romance 3 Kingdms 3 $59
Sim Ant $42
Sim Earth $56
Super Battleship $46
Super Caesars Palace $46
Utopia $49
Wheel of Fortune 2 Olx $49
FREE GAME OFFER
Spend $60 on any in stock
software and choose a free
IBM game from the list belov/.
Offer subject to change or
cancellation without notice.
Valid from Mar 1 st through Apr
31st or while supplies last.
Artura, Sound Source,
Grndmstr Chess, Rings of Me-
dusa, Airborne Ranger, Gun-
ship, Free DC, Big Business
5.25, SDI, Jeopardy, Wheel of
Fortune 1 or 2 5,25, Backgam-
mon by George, Earth Rise.
Vid Poker, Obliterator. 3 in 1
Players Pack, Video Poker
Villa Crespo. Magic Johnson
Fast Break, Dusk of the Gods,
Punisher 5.25
Review
MBdd® (g®[m[mg)[iQ(«]©[?
liDDD(il©[? MaG©[??
Exploring The Depths
With Subwar 2050
by H.E. Dilk
S pace may be the final frontier, but it
certainly isn’t next in line for exploita-
tion. Before Mars is marred by strip
mining, the world’s oceans will be harvested
for their riches. Snhwar 2050 explores a fu-
ture where the concerns of environmentalists
have been shoved aside by a desperate need
for more resources. Naturally, the oceans
hold the last, largely untapped, solution to
economic stagnation. The governments of
the world lack the financial strength to ex-
ploit this environment, so the ball is grabbed
by MegaCorporations — entities with the re-
sources to compete on a global
scale with complete disregard for
everything except the profit mar-
gin.
Moratoriums on mining and
drilling in international waters are
a thing of the past. The major
corporations embark on a “land
rush” unlike any ever seen, staking
their claims to the vital undersea
regions. The promise of riches
brings claim jumpers in its wake,
and the climate ol industrial es-
pionage and sabotage gives way to
open warfare. During play, you become one
of many mercenaries willing to ply their trade
4000 feet down, provided the price is right.
Talcing the Plunge!
Suhwnr 2050 is not, by any stretch of the
imagination, an actual military simulation of
undersea warfare; its design philosophy holds
a far greater kinship to Wing Commander
than it does to Seawolf. Players pilot various
types of deep submergence vehicles and sub-
marines in five different campaigns (Train-
ing, North Pole, Antarctica, South China Sea
and Sea of Japan), each of which is
comprised of nine to eleven mis-
sions.
Before embarking on a given
campaign, you create a character on
the sub roster and familiarize your-
self with the operations center of
the “submarine carrier” they are
embarked upon. From this central
screen, it is possible to fly in a simu-
lator, select a campaign, attend
mission briefings and so on. Are the
similarities adding up? You betcha.
and I couldn’t help but keep looking around
for Maniac to pop up with some
arrogant young punk commen-
tary. Unfortunately, in this re-
spect, Subivar 2050 loses its
similarity to Wmg Commander.
The latter drew you deeper into
the story through dramatic cut
sequences, the development of
empathy for other crew mem-
bers, and a well-thought out fic-
tional background. Subivar
2050er\]oys none of these cine-
matic plot or pacing devices. It’s
Subwar 2050
a straight mission-to-mission arcade game
without characters or story. Fly the mission,
collect the cash and move on. As such, it will
only appeal to players on the base level, leav-
ing it far behind its spacefaring cousin.
The training campaign is designed to famil-
iarize new mercenaries with the operation of
their craft and prepare them for the rigors of
combat. Climbing into the “cockpit” after
the mission briefing, you launch from the
Tiger's Claiu...Qops, I mean the sub car-
rier.. .and proceed to a number of naviga-
tional waypoints, each of which may lead to
an enemy encounter. The early missions are
easy and fairly safe, mostly involving the de-
struction of numerous robot
drones and the evasion of a few
TITLE: Subwar 2050
I’RICE: $59.95
SYSTEM: IBM
REQUIREMENTS: 38f) or belter, 1MB RAM, VGA
graphics, 12MB liartl drive
space; supports AdUl>, Roland
and Sound Blaster sound cards
PROTECTION: Documenlalion look-up
PUBLISHER; MicroProse
Hiinl Valley, MD
HID) 771-0440
Pim- HO
Cumpuler Gaininf’ World
proximity mines. Once you’re ccrcified to
accept more strenuous and profitable mis-
sions, deadly combat begins in earnest.
TaJee Her Down, Scotty
Aside from a background that almost ap-
pears to be a field of stars at times, the under-
sea visuals are fairly good. Visibility is limited
by depth, though cheating is allowed byway
of vehicle “headlights.” Nearer the surface,
the top of the viewing screen becomes pro-
gressively lighter to simulate the penetration
of the sun’s rays. Once at the surface, things
don’t hold up as well visually, perhaps to serve
as a reminder that the real action is down
below.
One of the most interesting aspects of Sub-
war 2050s simulation model is the way it
handles thermal layers. Understanding how
these layers occur and their tactical signifi-
cance is important to judging Subwar 2050 s
combat model, so allow me to give a 30-sec-
ond lesson.
The ocean is a dynamic environment, con-
tinually mixed by wind, waves, currents and
tidal action. These forces have the greatest
effect near the surface, but are present
throughout the body of water. During the
day, the sun warms the surface layer, exciting
individual water molecules as energy is trans-
ferred. The individual particles spread out,
making the entire layer of warm water less
dense than its cooler counterparts. The depth
to which this warming occurs varies with the
length of the day and other factors, but all
water within that depth is raised to a constant
temperature. As such, it is referred
to as the surlace isothermal layer.
When the water is deep enough
to permit several thermal layers to
coexist, the conditions are right
for the formation of a sound chan-
nel. This is a situation where a
layer of warm water is bounded
top and bottom by colder water,
such that any sound emitted
within that layer tends to be
trapped between the two bounda-
ries. The sound channel acts as a
conduit for any noise, allowing
greater propagation within the
channel, but also precluding detec-
tion of noise sources outside the
channel.
Subwar 2050 axttm\)is to model
the complexities of ocean thermal
conditions, paying particular at-
tention to how sound moves
through different thermal layers.
Through the use of different-col-
ored grids, Subwar 2050 handles
this tactical aspect well but, unfor-
tunately, things take a turn for the
worse from that point on.
Cavitation Noise
Real submarines are blind and
must navigate and find their targets
like a blind person does, by listen-
ing to his surroundings. Subwar
2050 wants to adhere to this fun-
damental precept of undersea war-
fare, but cannot help including the
visual aspect as well. Thus, all of the
programming effort that went into
the elaborate thermal layer model,
as well as speed, detection curves and other
factors, tends to be largely irrelevant.
A standard underwater engagement should
incorporate a slow, methodical approach, in-
cluding passive use of sonar, where you listen
to your enemy’s radiated noise as opposed to
actively “p‘'‘'g''’g” I''™. A carefully executed
surprise attack would follow as soon as the
target’s location is reasonably certain. Siihwar
2050wtints to be an intense action-
oriented game, so the design en-
courages players to dash in — damn
the torpedoes — and hope for the
best. Since you shoot your enemy
by line-of-sight, all of the normal
suspense of this type of game is
lacking. The car-and-mousc chase,
.so enticing in the best of submarine
games, is totally absent.
Weapons selection and perform-
ance is equally uninspiring. To-
day’s submariners have an awesome array of
weaponry at their disposal, from 1 0 mile wire-
guided MK48 ADCAPs that can be fired at
an opponent with near pinpoint accuracy, to
sophisticated wake homing seeker heads that
can follow the pressure differential created by
a ship passing through the water for 30 miles,
rudely slamming home in the ship’s screws
with no advance warning. What weapon op-
tions do you have in this multi-threat envi-
ronment some 60 years in the future? How
about vcr\' short range torpedoes that must
lock onto their target within seconds of
launch or they begin a circular search pattern
that may prove hazardous to you and your
“wingman’s” health. Not sexy enough? OK,
then use even shorter range straight-running
torpedoes that are annoyingly referred to as
"rockets.”
Down Doppler
Clearly, SiibWar 2050 'is a product with an
identity crisis. It wants to incorporate sophis-
ticated physical models of the type you’d
expect from a true simulation, and yet it
wants to have an action game’s visuals and
pace. It wants to tap into the Wing Com-
mander market and at the same time set itself
in a truly novel environment, but it has nei-
ther the research nor the creativity behind it
to establish itself as a unique product in its
own right. It feels like a game unclear of its
own concept, lost in the depths of its unclear
goals, unable to return to the surface to enjoy
the light of day. cgw
April 1994
Page 81
Review
Around The
In Four Days
Accolade’s Rally Tears Up The English Countryside
by Gordon Goble
A S an irrepressible fan of racing simula-
tions, I was very much looking for-
ward to Accolade’s Rally. The premier
levels of formula auto racing have been won-
derfully portrayed as of late in superb simula-
tions such as World Circuit and
IndyCar Racing, but the realm of
rallying, where the multi-day driv-
ing events test both endurance and
driving skill, has never been thor-
oughly explored.
Developed by England’s Euro-
press Software, and focused on
that country’s Network Q RAC
Rally, a 35-leg 4-day racing event,
Rallysccvcicd full of promise. Scan-
ning the game manual before load-
ing the software (some people do
do that, you know), expectations
were further heightened upon discovering the
various forms of expert consultation that had
gone into the making of the program. Event
organizers, participants, and even repre-
sentatives from Ford, Subaru, Lancia, Toyota
and Mitsubishi had apparently had their in-
put, and suddenly visions of an off-road hi-
dyCard\dx\\ seem terribly exaggerated.
Upon loading Rally’s 5 megabytes onto my
hard drive, a cool European beat filled my
cars, and while titles and credits cascaded
across the screen, so did short movies of these
screaming little four-wheeled buzz saws, cut-
ting swaths through narrow trails, hurtling
over hill crests, plowing through mud bogs,
and shining beacons into the dark night air.
Slowed temporarily while choosing the right
code word from the Rally manual, I soon
found myself in one of the simplest interfiices
one could hope to find. Pointing and clicking
my way through, I quickly had my car of
choice, renamed the default driver “Gordo
The Magnificent,” and was ready to run. First
stage; Sutton Park, a forest-enclosed three
mile sprint where all four wheels would, with
a little luck and a dash of skill,
find themselves on tarmac for
the duration. An easy starting
point.
After quickly calibrating my
CH Flightstick, I found myself
behind the wheel of my desig-
nated machine. Outside the car,
the view was pleasant enough,
and inside, ergonomics were
suitable. A centrally positioned
rear view mirror displayed what
was behind me, a glove-clasped steering
wheel framed a digital speedometer and ta-
chometer, and across the dashboard to the
passenger side were various readouts of split-
times, course information, maps and game-
play options. All the necessary data, including
material that was unrealistic but welcome,
were certainly present. Without further hesi-
tation, my talkative co-driver (more ofa navi-
gator, really) was informing me in his best
British accent that we’d be off to the races in
“3...2...1.,.Go!”
So Much For Fahrvergniigen
Weil, four-wheel drift me off the Tower of
London! No sooner were we out of the blocks
than I had radically eliminated at least a half
dozen spectators. While it’s true that specta-
tors do stand awfully close to the action in real
life, rarely has such carnage been wrought in
the first five seconds ofa run. Yet in the course
of taking out the race fans, I realized that our
Ford Escort had also warped right through
several trees, stumps and large rocks. Seeing
TITLE:
Rally; The Final Round Of The
World Rally Chamfjionship
$59.95
PRICE;
SYSTEM:
REQUIREMENTS: 386 or Ijeller, VGA gr.aphics,
SMB hard drive space;
supports AdLib and Sound
Blaster Pro sound cards
PROTECTiON: Documentation look up
DESIGNER: Europress Software
PUBLISHER; Accolade
San lose, CA
(800) 245-77d4
Page 82
Compiiler Gcimiiif' Worlil
aQHQ:i
itKZdaCtO:
stop the graphically stunning combat at any time
to change your orders!
Commixed to Excellence in Strategy Entertaini^ent^ J/
©1993 Impressions Software Inc. Impressions Software, Inc. 222 Third Street, Suite 0234, Cambridge MA 02142*
The sequel to the immensely populai! Breach 2, Breach 3 puts you in '
command as Squad Leader of the Feder|jaj|MdSj^BMM
have what it takes to Command your ”***■ ,
dangerous missions against destructive (■ ' •
enemy forces? -
' All new features in 5reacAJ include a unique combination^,
of turn-based and real-time play; individual personalitTes
’jjggiiji^^or each marine; stunning 256-col(Tr VGA gr-aphics;
campaigns containing up to 511
scenarios; support for all major sound cards;
and modular terrain,
f — - ■ — • t objects and opponents.
/41 The fete of the
^ Federeted Worlds
izaj>-zuiox
no evidence of blood nor bark nor gravel on
[he car, and certainly feeling no mechanical
or personal damage, 1 had my hopes for a
realistic sim dashed as surely as those specta-
tors would have were 1 piloting a real Ford.
By the end of Sutton Park, I had removed
over a hundred trees, stumps and posts, gen-
erally reshaped the landscape, taken a terrible
human toll (we’re talking 20 fatalities, 30 or
so life-threatening injuries, and at least a
dozen nasty wounds), and had finished a
commendable fifth of 30 entrants, with nary
a slap on the wrist for my rather reckless
driving.
Needless to say. Rally ']\.\si doesn’t cut the
mustard in the realism department. Although
deserving of some accolades in appearance
(graphics are built on a 3-D texture-mapping
technology — sort of a poor cousin to IndyCar
Racing, game mechanics suffer in two impor-
tant areas.
First of all, car control is erratic.
Although climbing a grade will
slow you down as effectively as de-
scending will increase it, and the
effects of “drifting” through cor-
ners seems somewhat accurate, the
steering controls are both sloppy
and oversensitive. Imagine driving
World Circuit with both steering
assistance and traction control off.
Then imagine a joystick with two
degrees of movement on both axes
and acceleration controls with two
modes: completely on and com-
pletely fT^This is the experience of driving a
Rally car. Loading auto-gearshifts and auto-
braking will assist handling, yet will detract
substantially from much needed speed. Ob-
viously, going from a pavement-hugging
state-of-the-art formula car to a dirt-eating
sedan is quite a jump, but Rally is not merely
a matter of adaptation.
In an attempt to simulate the spinning rub-
ber experienced in a real car, it’s almost as if
the Rally designers have gone a little too far.
The slightest over-acceleration from a stand-
ing start or even at low speed will often result
in horrific spin-o-ramas, while moving from
joystick to keyboard control provides even
less joy. As mentioned earlier, taking out a
large number of obstacles as a result may not
significantly affect your placing in a given leg,
but damage will accumulate, and repairs
down the road will take a bite out of overall
time.
Driver Side Airbags
— Not Necessary
The lack of collisions is the truly damning
quality of Rally. A trick to racing at any level
is the avoidance of any and all obstacles. In
Rally, not only is this procedure next to im-
possible (due to curious handling charac-
teristics), but unnecessary. In a real rally,
competitors are released one at a time and
race against the clock. Given the narrow and
haphazard make-up of much of the route, this
is a good idea, and it is mimicked in the game.
In a real rally, a fast car might make up so
much ground on his predecessor that he may
well catch and perform a neat little pass. In
Rally, passing is passe. Instead, blowing
straight through your foe is the best course of
action. You may slow slightly as you merge
through his car, but suddenly he will appear
in the mirrors. Or not.. .perhaps he may va-
porize for a bit, then magically re-appear in
front, or to the side.
If you feel the need to win a specific leg, no
matter what the cost, the strategy is simple —
don’t steer! Blasting through cars, people,
trees and other nuisances is no problem. Find
yourself off course, in the weeds, off the
beaten path, a roadside attraction?
It just doesn’t matter, Rally will
automatically tight you and plunk
you back on track and pointed the
right way. In all fairness, some legs
are run on race tracks, and here
Rally is adequate, bearing a striking
likeness to the late, lamented rac-
ing game named after Mario An-
dretti. But such opportunities to
escape the mechanical foibles of
the game are few and far between.
Every dark cloud has a silver lin-
ing, and Rally is certainly not all bad. As a
matter of fact, Rally seems like a good idea
and a decent presentation awaiting proper
game mechanics. If it all worked properly,
piloting this type of vehicle through this type
of terrain would be a great way to spend some
gaming time. A speaking co-driver, barking
out navigational instructions is a novel and
interesting twist, as is the challenge of 35
separate and distinct courses.
Also commendable is the ease of movement
through the various interfaces and phases of
Rally — a quick point and click is all it takes.
Several visual effects are excellent too, includ-
ing that of changing environmental condi-
tions; races may be held in rain, snow or
complete darkness, and all are effectively por-
trayed, right down to working windshield
wipers.
But one of the biggest knocks against Rally
comes from its use (or misuse) of computer
memory. In the course of this review, being
unceremoniously heaved from the program
was not at all uncommon. Using DOS 6.2
MEMMAKER as instructed didn’t help the
situation, nor did recommended alterations
to the CONFIG.SYS file. A 7?fi//y-specific
boot disk (or the ability to create one) was not
part of the package, and totally clean boots
(freeing up 61 5K of conventional memory),
although decreasing the number of dumps,
did not completely remedy the situation.
Unfortunately (and perhaps unfairly) for
their creators, today’s driving simulations
must be compared to what else is out there,
and right now that includes Indy-
Car and World Circuit. To that
end. Rally does not offer replays,
drafting of other vehicles, exterior
camera angles, or anything in
terms of car set-up (apart from
tires). Add this to the aforemen-
tioned problems, and die-hard rac-
ers will want to look elsewhere
before considering Rally, a pretty
package and exciting concept with
little realism, stabilityorsubstance.
CGW
Pase 84
Computer Gciming World
EW York, Monday.
SPECIAL
OAR of gun barrage vals as the great dome loomed
two I released
my shutter,
dctiire, one
coming
IParacliutcs open in the Norniaii
bnpressiotts
t's The Beginning of the End.
Committed to Excellence in Strategy Entertainment
Imoressions Software, Inc. 222 Third Street. Suite 0234. Cambridae MA 02142
Since
1985
tmpm ti a w ftbl, MAC
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The ultimole
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Thii morning,
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underground
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jumped five
poinls in fhe
paIJs. Then
anywhere... (or
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20 theolcrs of
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encountering o
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two locol
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Review
Vet Another 5u$ Munt
Alien Breed Runs The Sci-Fi Gauntlet
Ife
'’our Mission: Kick some mean,
green Alien butt! Overcome 18
levels of the most ferocious crea-
tures ever to terrorize the Cosmos. Then set
the Intex Space Station for self-destruct and
face the biggest challenge of all: Get out quick
or die!”
Sound familiar? It should. Weve all seen
this movie and its progeny countless times
and, more importantly, we’ve seen this game
motif before. Well, MicroLeague has decided
that, once again, it’s time for a lone combat-
ant to wander hi-tech halls of a space station
E; <]feL«]a]K!lEEsSlKHPBM:C F.
Ulk' > n i r i n i M iiWllW > l » aH.ll?itTir SLIP i 'H'lt:!’
in search of gleaming, long-headed monsters
with serious overbite problems. Now, origi-
nality of storyline isn’t exactly the make or
break point of either movies or software, but
originality of execution usually is. Unfortu-
nately, Alien Breed has fallen behind in the
tech race,
A Case of Cartridge Envy
Alien would be right at home at the
local arcade or on any cartridge game ma-
chine. It has an overhead, two-dimensional
viewpoint, colorful backgrounds, smooth
scrolling, and quick-moving figures closely
resembling Sigourney Weaver’s playmates.
You move through various locations, shoot-
ing everything that moves, while picking up
scattered ammo and credits. Between blasts,
you can buy various items from convenience-
store terminals placed around the complex.
Every three levels or so there is the traditional
“Boss” figure that is so popular in arcade
by Martin E. Cinilis
games — basically a big monster that you must
shoot many, many times instead of the usual
once or twice.
To its credit, Alien Breed has introduced a
small twist with the idea that the player rum-
mages through each of the 18 levels and
performs a specific mission on each one.
Sometimes it’s the destruction of various
power facilities; on other floors you must
close the fire doors to prevent the destruction
you’ve caused from spreading too soon.
When you have completed your floor mis-
sion, usually you have less than two minutes
to make your way back to the ele-
vator shaft before the level is con-
sumed by fire, ruining your whole
day. This “beat the clock” premise
is sometimes very weakly tied into
the plot, but it does add a different
kind of tension to the game and
forces you to think about where
you’re going instead of just firing
blindly.
Also included is a two-player
mode that puts both players on the
screen at once. This is useful for a
more social situation, but both players must
stay relatively close together in order for the
screen to scroll along with them, much like
the classic arcader Gaundet. A modem or
network link that would allow players to
roam the halls in different directions and
approach problems from both sides would
have significantly boosted the game’s value.
Two Cultures Separated by
Common Hardware
Alien Breedxs a European im-
port and so embodies all the
curious differences in game de-
sign theory that distinguish the
markets separated by the Big
Pond. The game has no save-
game slots, only mission codes
that allow you to skip levels
that you’ve already completed
in a previous session, and none
of the equipment you’ve accu-
ktimItIMJI
mulated from previous levels comes with you.
Also, there is no way to stop the action in the
middle of a level and come back another day.
I’ve never quite understood why this method
of saving is so popular in European software,
but perhaps part of the conversion to North
American markets should include the stand-
ard save-game options we Colonials have
come to expect from our computer games.
It is also obvious that this game was born in
an environment where shoot-em-ups still
dominate the game marketplace. Unfortu-
nately, in the North American market, possi-
bly because of the endless hordes of simple
cartridge games, computer gamers seem to
want a little more “meat” in their bytes. With-
out some more intensive detailing of game-
play, most action games imported straight
from Europe will continue to be pretty, but
leave the considerable resources of most com-
puters untapped. By now, most of us will
have played id Software’s DOOM, and al-
though it’s based on an almost identical
(somewhat tired) premise to that of Alien
Breed, the execution makes all the difference,
For what it does. Alien Breed docs it well.
Graphics are nice, sounds effects are good,
and the action is fast-paced. Even the price is
nice, being noticeably lower than the stand-
ard going rate for a box with a disk in it.
Though probably not suitable for the average
computer gamer on this continent, this game
can make for a pleasant arcade break for the
less demanding player. Even better, Alien
Breed would be the perfect gift for a friend
who is regretting the decision to buy a com-
puter instead of a Nintendo, cgw
TITLE: Alien Breed
PRICE: $29.95
SYSTEM: IBM
REQUIREMENTS; 286 or bener, VGA Rraphics,
2.2MB hard drive space;
supports AdLib and
SoundBlaster sound cards
PROTECTION: Code Table look up
DESIGNERS; Team 17 Lid.
PUBLISHER: MicroLeague Inleraclive Software
Newark, D£
(800) 334.6S72
Pace 90
Computer Gamine Work!
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Game Design
Part One
of a Three-Part Series
hy Matt Miller ofDomnrk
T he February issue of CGW saw the
unveiling of die latest simulation pro-
ject from Domarlc entitled Flight Sim
Toolkit (Toolkit). Domark released the prod-
uct after two years of intensive development
by Domark’s flight sim partners, Simis.
Toolkit wzs created so that the sim player no
longer had to hope that his ideal flight sce-
nario would be published, but so that he
could use simple tools to create his own
dream simulator. Much of the later develop-
ment time was spen t perfecting the Windows
interface to increase ease of use and flexibility
while maintaining the inherent power of the
Simis polygon engine. The resulting product
is a powerful and flexible tool that enables a
person without programming experience to
design anything from an F-111 Aardvark to
the Wright Brothers’ Flyer.
In this series of articles, we’ll take you
through the design
of a complete
Toolkit scenario,
stepping through
each of the pro-
gram’s Windows
editors and provid-
ing special tips and
shortcuts to make
design easier. By the
conclusion of this series, you will have built
your very own super-charged flight sim. So if
you’ll now open your Toolkit, we’ll get
started.
Heating Up the Cold War — The
Sim Scenario
The year is 1980. A Soviet spy has stolen a
top-secret American U2 spy plane. The spy is
nearly into Soviet Airspace when SAC notices
the outbound U2. A lone F/A-18 Hornet
pilot is warming up his engines in preparation
for a training flight, when he is ordered to
rake-off immediately to engage and destroy
the stolen aircraft. Meanwhile, an increasing
number of fishing trawlers have entered the
Aleutian Island chain. U.S. Intelligence sus-
pects them CO be Soviet spy and missile boats.
The pilot’s mission is to engage the missile
trawlers and destroy them, using his HARM
(High-speed Anti-Radiation Missiles) ord-
nance. U.S. satellites have also detected So-
viet cruisers and an aircraft carrier moving
into U.S. waters. Enemy aircraft will most
definitely be in the area. The F/A-18 will be
armed with 4 HARM missiles, 4 AIM-9M
Sidewinders, and 2000 cannon rounds. If
need be, the Hornet pilot could risk rearming
at the Aleutian Island Airbase should he use
up his payload before completing the mis-
sion.
To create our scenario, we will use a variety
of Toolkito}^iions\ 1) a color palette to get the
right terrain colors for the Aeutian Islands;
2) a shape for a U2 spy plane; 3) a cockpit for
the Hornet and flight models for both the
Hornet and U2; 4) sounds to enhance our
sim; and 5) the terrain in which the combat
scenario will talce place. In this installment,
you will first be introduced to the Color
Editor, where you have access to nearly every
color your sim world can produce. Secondly,
we will take an in-depth look at the Shape
Editor and build the U2 aircraft. After follow-
ing the steps necessary to build the U2, you
will have the skills needed to create virtually
any Toolkit o\}]tct.
To begin, click on the Project menu item
Ruge 92
Compmer Gaining World
Domark's FST features five tools with which to build your sim
world. This article explores the Shape and Color editors.
and select New Project. The computer will
ask you in a browser box what you want the
new project to be called. Type “Coldwar.”
I'his will create a new sub-directory and will
copy the files in the TEMPLATE sub-direc-
tory into your new project.
Dipping into I'oolkit's clip-art library, we
will choose the following objects: A-I8.FSD
(your Hornet), RUNWAY.FSD,
AIRHANG.FSD, TOWER.FSD,
TRAWLER.FSD, NIMITZ.FSD,
KIDD.FSD, RAPIER.FSD, ZSU-53.FSD,
SU-27.FSD and TUG.FSD. We will also use
the included AV8B.PCX cockpit for our
Hornet cockpit. Copy these files using the
Windows File Manager (or Copy Item from
the Project Manager) from the LIBRARY
sub-directoiy, into the COLDWAR sub-di-
rectory. You may also want to copy the .WAV
files (for sound) from LIBRARY into COLD-
WAR (we will be changing some of these
later).
A Sim Of Many Colors
We begin building our sim in the Color
Editor. Open the default color file
(COLS.FCD), where you will see a stand-
ard color palette from Toolkit. The sky is
a common shade of blue, and the horizon
and sea blend in a realistic fashion. The
ground colors are all shades of green, and
eight colors determine the appearance of
objects. When observing the sky/hori-
zon/sea colors, you will see four boxes.
The top box is what the majority of the
sky will look like, the bottom box depicts
the sea, and the middle nvo boxes repre-
sent the variants.
The bottom box in the Horizon section is
a color band that will be painted above the
The Color editor features a bountiful palette
with variable color scales. Your sim can
contain u|) to 256 colors.
water. The box above it will be the
next highest band above the hori-
zon, and this color will blend
smoothly into the color of sky you
have chosen. There are five pre-de-
termined shades, which are the
shades u.sed to blend the top hori-
zon box into the sky color box.
Most sims you create will have
identical colors for the two Hori-
zon boxes, but some interesting ef-
fects can be generated by varying
the degree of the two colors located
in the horizon.
The ground colors are deter-
mined by height. The highest point
of your terrain will have the color
in the lower right box of the two
columns, while the lowest point (next to sea
level) will have the color in the upper left box.
The Spread function will look at both of these
colors and evenly spread colors between
them, creating perspective and horizon ef-
fects. Since our islands are to be frozen over
with snow, we want our colors to enhance the
Arctic effect. Choose a darker shade of white
for the lowest ground, and then choose a pure
white (253,255,255) for the highest. Then
click on Spread, and the tool will smooth out
the levels to give you a clear indication of
height.
As you can see, the color editor is very
versatile. If we wanted desert terrain, we
would choose shades of brownish-yellow, If
we wanted to have snow-capped peaks, we
could use the normal green shading and
change the top two or three levels to increas-
ing shades of white. I'his would put patches
of snow at mid-levels and bright white tops at
peak levels.
The object colors presented here are pri-
mary. Each color has six shades associated
with it, each of which are utilized by the
light-source shading feature of Toolkit. You
may notice in the Shape Editor that there are
six more colors with which you can customize
the color of an object. The first four colors
here are primary colors — true red, blue, green
and yellow. Along with white, these colors are
unique in Toolkit because they do not dim
like the other palette colors when you change
the Time of Day in the World Editor to
evening or night. This allows you to create
runway lights, aircraft lights and sophisti-
cated afterburner effects.
You can create a convincing camouflage
effect on an aircraft by setting its colors to the
same value as the sky color. While you can
still see the definition of the aircraft (due
to light-sourcing and shading), the effect
created is a realistic blending into the sky.
Similar effects can be generated with
ground and sea vehicles; just set aside a few
colors in Object Colors for camouflaging
the enemy forces.
For our scenario, we will change the
color of the light-blue shade (fourth from
the left) to match the sky colors exactly.
Specifically, the color should have the val-
ues: 56, 120, 156. Now that we have cre-
ated a color scheme we will examine one of
the most powerful editors in Toolkit, the
Shape Editor.
Polygon Creation:
As Easy As X-Y-Z
Toolkitwscs shapes to define the appearance
of an object. These objects are created in the
Shape Editor, which consists of a CAD pack-
age designed specifically for Toolkit users.
Although it doesn’t take very long to gain
proficiency with the Shape Editor, you may
choose to select objects from the clip-art li-
brary to save time. The Shape Editor interface
consists of a 3/4 perspective grid, which oc-
cupies the center window, and three vertical
windows to the right labeled XY, XZ, and YZ,
which show multiple perspectives of the ob-
ject. On the far left is a menu of point-and-
click icons fitmiliar to Windows or Macintosh
users.
The Edit Grid is your frame of reference as
you edit your objects in two dimensions. The
three vertical-view windows will indicate the
third dimension, which is the plane the Edit
Grid is currently on. The plus and minus
buttons in the lower left on the toolbar can
be used to move the Edit Grid. With some
practice, you can edit in all three dimensions
at once, moving the Edit Grid during an
operation.
There are two important rules to follow
when using the Shape Editor. The first is to
always select each point of a polygon in a
cloclcwisc direction. Failure to do so will re-
sult in an unbalanced object. The second rule
is: If You Can’t See It, Don’t Draw It! A
common mistake is drawing polygons on an
object that will never be seen in the sim. As
the computer must draw each polygon to the
screen, unnecessary polygons will cause your
sim to slow down. At the bottom of the Shape
Editor screen is a line which indicates the
number of polygons your computer has to
draw. The fewer the polygons, the faster the
object will move on the screen.
Drawing a boat is a good example of this
rule. There is no need to waste processing
power on drawing the bottom of the boat, as
it would naturally be submersed in water. You
might benefit from asking, “How many poly-
gons should my objects have for maximum
speed efficiency?” This will depend on what
object you are trying to create. Here is a good
range for the number of polygons a shape
should have:
Cultural (Aesthetic value only):20-60p
Target:50'90p
Enemy Aircraft:80- 1 40p
Player Aircraft:90' 200p
On the ocher hand, the player’s aircraft can
be made with more polygons should you
wish; since the outside view doesn’t require
the processor to clip around the cockpit or
generate the data for the instrument displays,
there is more processing power available for
more polygons.
In our scenario we will be creating the U2
spy plane. Before starting, you should know
about a handy time-saving trick: in the Shape
Editor, you can select various editing views
just by clicking on the three vertical windows
to the right of the main edit window. This
bypasses the Switch View icons on the toolbar
and makes the program even easier to use,
Our first step in creating the U2 will be to
create the fuselage. We can use the Create
Cuboid tool to create a long rectangular box
18 meters in length, and 2 meters in width
Basic fuselage
Adding detail to the fuselage.
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(remember to click your polygon points in a
clockwise direction). Since your grid size is set
at 1 meter, the box will be 1 meter in height.
Switch to the YX view and select the top
polygon. Lift the top polygon 1 meter more
off of the box. Now you have a basic shape
18m X 2m x 2m. We want to curve out the
sides of the fuselage, so we’ll use the Enter
Terra tool. Select the YZ view of the fuselage
and then change your Grid Size to .5 meters
using the Other Size in the Grid Menu item.
Draw the short side of the shape first to ensure
that the center line is going from front-to-
back as opposed to bottom, and follow
through on the points to complete the shape.
Select the ZX view and use the Copy and
Paste commands to copy the Terra you just
created on the other side.
Two other handy functions are the Lock to
Grid and Mirror functions located in the
Group menu. The Lock to Grid function
takes a shape that doesn’t currently rest on the
grid lines, such as whenever you paste an
object, and locks the points of the polygon to
the closest grid points. Sometimes this may
result in distortion of the object, but that can
easily be fixed by Selecting the Points that arc
in the wrong place and moving them to the
correct coordinates.
Irj'f The other key function
is Mirror. Mirror flips
an object 180 degrees
along one axis of the
three dimensional work
area and is great for cre-
ating perfectly matched
wings and tails. In this
case, we’ll use it to copy
the other side of the fu-
selage.
Next, place Terras on
the sides of the aircraft,
looking at all three
views on the right to
make sure they are all
placed correctly. We
can now move on to the
wings and rail. Since we
want our wings to have
some thickness, we’ll set
our grid to .25 meters.
Now use the Enter
Cuboid tool and (in the
ZX view) create the
right wing of the air-
craft. Since the U2
wings are long and thin,
make sure to draw the
wing accordingly. Af-
tewards, use the Copy,
Paste, Lock to Grid,
and Mirror functions to
Page 94
Campulcr Gaining World
diamond shape with
longer sides towards the
front. Now select the
YZ view and center the
Zoom on this piece if
needed. Move the fur-
thest back point so that
it runs along the same Z
plane as the middle two.
Then bring the tip of
the pyramid a bit fur-
ther forward. Take the
entire shape and move it
so that the back of the
Tail detail Engine nozzle
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Nose piece Cockpit canopy
create the left wing and the tail, always mak-
ing sure that the polygons line up with the
fuselage in all three dimensions. Again, check
the three view windows on the right.
Change the grid back to 1 meter to create
the engine nozzle and nose piece. Select the
YX view of the aircraft and move the Edit
Grid, using the buttons on the toolbar, so that
the Edit Grid rests on the back of the U2. The
next task is to make a box the same width and
height as the original fuselage block. From the
ZX and YZ views, the block should extend 1
meter from the back of the fuselage, since the
Grid Size was also set to 1 meter. The nozzle
should be cone-shaped, so move your Grid
Size down to .25 meters and then move the
end points of the nozzle one step (one quarter
meter) toward the center, making sure to do
this in both the ZX and YZ views.
To create the nose piece of the cockpit, we
need to select the XX view and move the Edit
Grid to the front of the aircraft. Now use the
Enter Penta tool and draw the four points for
the base of the pyramid. The point for the
pyramid will appear in the center of the base.
If the center looks like it’s going into the
aircraft instead of going out, just Undo the
function and enter the points counterclock-
wise. You shouldn’t make this shape as tall as
the engine nozzle, as it will interfere with the
cockpit view.
The cockpit itself involves not only creating
the shape, but placing the instruments as well.
Start with a basic Penta shape in the ZX view,
with a .25 meter grid. Center your view
around the nose of the plane, and draw a
cockpit rests against the
fuselage. Grasp the for-
ward point and bring it
down to rest on the nose
of the aircraft. Using
what you have learned
thus far, you can add lit-
tle details to the aircraft
such as external fuel
tanks.
Since your aircraft is
mainly one color, you
can quickly color multi-
ple polygons. Simply
click on the Select
Group button in the
toolbar, then Select All
in the Edit menu. Now
in the Group menu, se-
lect Group, which will
place all of your poly-
gons together. You can Scale, Rotate, or Mir-
ror in this mode to affect the shape of the
entire plane. Also, you can color the entire
object at once by selecting the group, then a
color, and finally selecting the group again.
While still in the Group menu, select Un-
group and choose the Penta used for the
cockpit. Color the Penta a shade of blue, then
use the Select Polygon tool to select the sur-
face of the back of the engine shape.
Finally, for a little flair, color this polygon
red to create engine exhaust.
In the next installment of this series, we
will discuss the Cockpit and Flight Model
Editors, and in the final installment we’ll
put the finishing touches on our simula-
tion using the Terrain Editor. By the
conclusion of the series, you will have
gained newfound insight into the be-
hind-the-scenes world of modern day
flight sim creation and will be invited to
test your skills in a major Flight Sim
Toolkit contest sponsored by Domark
and CGW.
Oh, and don’t forget to save your work!
CBW
The finished U2
April 1994
Page 95
Crazy Nick " is crazier than ever for dreamin' up this Spring
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Review
Ocean’s Experimental
Flight Sim Design
by Paul Rigby
O cean’s TFX\s a multifaceted, multi-
layered, enigma of a game that
simulates the new American ATP,
the Lockheed P-22, the Lockheed F-117
Stealth Fighter, and the upcoming
Eurofighter 2000.
TFX is divided into six portions:
Training is a structured set of 10 missions
that introduces the new pilot to all of the
aircraft, missions, weather types and other
variables in the game. Progress to the inter-
esting parts of TFX is barred until the 10
training missions have been successfully com-
pleted. Overly strict, this may lead to frustra-
tion for some players unaccustomed to the
flight sim experience.
Tour of Duty allows you to enroll in one
of three squadrons and tackle missions
around the world. Usually, this consists of the
primary/secondar)' mission approach, with a
bit of mission text to fatten the scenario.
Flashpoints feature five individual mission
stoiylines. Imagine five Strike Commander
storylines which cover such diverse areas as
I'he Falklands, Bosnia and South America.
The actual storylines arc split into missions,
or parts, as in a TV serial, with character text
and newspaper headlines providing filler ma-
terial to move the plot onto the next stage.
The Arcade section removes the realism
from the game and sends you against the foe
with five levels of increasing difficulty to
tackle.
In Simulation mode you can pilot a craft
without restrictions or specific mission con-
siderations. Choose the elements of the flight
sim — such as aircraft type, weather, time of
day — and you’re off.
UN Commander is a simple mission
builder with an easy-to-use menu interface.
Completed missions can be saved and
s\vapped with friends.
Once in the cockpit, the
flight models are quite good.
The inertia effects are quite
credible, yielding loss of al-
titude during steady turns
and realistic rolls and stalls.
Flaps are controlled auto-
matically and can be viewed
in cross-section within the
multi-function displays. G-
forces are handled well, with
some excellent digitized pi-
lot grunting during black-
out sequences.
Special FX
TFX’s excellent FX include atmospheric
missile viewpoints that offer an up-close
viewpoint of the detailed ob-
jects and terrain, plus laser-tar-
geting weapons. While in gen-
eral the effects are well exe-
cuted, there are noticeable
restrictions as far as realism is
concerned. The AGM-65 Mav-
erick, a fire-and-forget missile,
isawasteofspacein being
treated as a dumb, point-and-
fiire rocket. In addition, there is
no ranging or directional infor-
mation at all on the heads-up
display to help with gun kills. Most damning
of all, there’s no rudder, which knocks
ground strafing down to minimal levels of
realism, makes landing the aircraft rather haz-
ardous (especially on a carrier), and reduces
the effectiveness of many aerial dogfighting
maneuvers.
The manual is lacking in certain areas, as
well. There is little information on the weap-
ons and no indication of how they rate in
target effectiveness. The text is content to
throw around terms such as “weapon drag
factor,” which have no apparent meaning in
the game and seem more like pure hype. The
manual also lacks structure; for instance, the
instructions for launching mavericks and
free-fall bombs appear on page 3 1 , with laser-
targeting weapons included almost as an af-
terthought on page 46!
Ac first glance, the enemy artificial intelli-
gence appears to be well-implemented. En-
emy aircraft cake advantage of three
dimensions in their maneuvers, but quicldy
become predictable. When the player is faced
with two aircraft, the bogies always split: one
rides low, the other high on a cuive, seem-
ingly with no variation at all. Combat is fairly
straightforward, and avoiding SAMs appears
to be much coo easy. No need for fancy-pants
avoidance maneuvens — a few bits of chaff and
the odd flare do the crick.
Landing is not easy in any of the aircraft,
despite the inclusion of an ILS system. Car-
TITLt; IPX
PRICE: $49.95
SYSTEM: IBM
REQUIREMENTS; 386 or beRer. 2MB RAM, VGA
jjrnphics, 1 6MB h.ird drive
space; supports Tliruslmaster,
Fllghlslick Pro, mid most m.tjor
sound cards
PROTECTION; None
DESIGNER: Digital Image Design
PUBLISHER: Ocean Software
Manchester, England
(408) 954-0201 (U.S. office]
Page 98
Computer Gaming World
ricr landings arc notably difficult. In one in-
stance, I found myself hitting the carrier deck
at the wrong angle and bounced violently up
into the air again, luckily to try again. There
is an auto-landing option, handy if you want
CO ignore manual landings and just get on
with the action, but this option leads to im-
plausible situations. Your craft can be out of
fuel, miles from anywhere, then suddenly
come in for a landing, simply by toggling the
auto-landing .switch.
During a mi.ssion you are created to a very
nice cockpit-scan view, initiated with thecoo-
lic-hat on the joystick. The scan view is a
minor variation on the padlock view, and it
is lar less disorienting than the Falcon sysium
in many ways. In TFX, flicking the coolie
left/ right smoothly moves the view left/right
in one smooth scan. The downside is that
there is no upwards view or target-lock view,
which is the main positive aspect of Falcons
padlock view.
Voices In My HUD
Digitized voices from other aircraft,
AWACS, or cockpit computers will keep you
company throughout a mission. These are
well produced, clear and effective. Other nice
effects are the weather conditions, probably
the best in any sim so far. Thunderstorms,
rainhill and snow all add atmosphere to the
simulation, as does the pitching ol a carrier as
it rides the sea swells. Oddly, this pitching
effect occurs on terra firma as well (a case of
Force 10 gales, or an over-active suspension?).
This oversight is perhaps offset by the excel-
lent implementation of air-to-air refuelings.
These take a good bit of jockeying for posi-
tion, but produce satisfaction when com-
pleted. A .separate HUD screen, which
indicate the oncoming tanker’s height and
speed, is provided for these mid-air rendez-
vous.
Irritations? I'he music is very irksome and,
if disabled in the configuration menu, has the
annoying habit of coming back on again at
will. It was only when 1 disabled my Roland
card that the music finally disappeared.
Oddly, this was the first time that I managed
to hear any engine noise from my Sound
Blaster.
Another bone of contention is the flight
computer’s tendency to provide unneeded
aid, automatically leveling out the aircraft
when the computer thinks rhe pilot is about
to buy the fitrm. Unfortunately,
when attempting ground strafes,
low altitude strikes, or creative tree-
top flying, the computer takes con-
trol and returns the aircraft to level
flight just as the enemy is about to
be blown to the four winds. Exas-
perating, to .say the least, especially
since there is no obvious way to
turn this “flight aid” off.
Blasted Blanket Bingo!
When low on fuel, an enormous
BINGO sign is spread across the HUD, im-
pairing vision. Flying the Eurofighter, which
carries little fuel in any case, this warning is
triggered shortly after take-off. Why rhe low
fuel warning couldn’t have been reduced to
an Mi’D or cockpit light warning remains a
mystciy. Even without the BINGO game,
finding the target can be dilficult, as there are
no carat-HUD markers to aid the pilot.
AWACS information for alternative direc-
tions are haphazard at best; waypoints on the
moving map would have been useful in this
respect, but none are supplied. To make these
matters worse, the briefings are too briel and
lacking in necessary information.
In many ways, TFX feels old fitshioned.
There is no campaign option in which you
can plan missions or make significant tactical
decisions, and although the digitized voices
provide an illusion ol wing-men, rhe feeling
is more akin to flying an old “you versus the
world” simulation.
Clearly, 77^ offers a mixed bag. Despite
some innovative ideas and features, some
pans of the design feel a bit hackneyed or
unfinished. I would not recommend the
game to Falcon or Tornado players, who will
dislike TFXs simplifications, lack of realism,
and lack of depth. However, if you are one
for simpler simulations (like Je^ighter II),
TTvVwill definitely be worth a test flight. For
the casual pilot, TFX will offer plenty of
long-term gameplay, and its structured layout
will not lose inexperienced players as did the
open-ended format of Falcon. The excellent
graphics and digitized sound may even pro-
vide enough glitz-appeal to tear one or two
youngsters away from their Mario-clones.
DON'T WASTE
YOUR
SOUND CARD
ON INFERIOR
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Pholo^riiphy by Rare Tomsei
Review
Hit
The
Deck!
Spectrum HoloByte’s Carrier-Based Hornet
by Mark "Endo" Estephanian
A good carrier-based flight sim has
always been hard to find. In ten
years of combat sims, there have
only been a few worth mentioning.
Velocity’s Jetftghter sa\w?, were breakthrough
products in their day, simulating carrier
operations with smooth flight models and
graphics. Spectrum HoloByte’s Flight of the
Intruder z\so included carrier scenarios and
was probably the best of the older pro-
grams, offering innovative features that ele-
vated gameplay to new levels of richness. Of
course, all of these sims are several years old,
which in our hobby means ancient, and the
time is right for a “contemporary” carrier-
based sim.
To fulfill this need, Spectrum HoloByte
has released Hornet: Naval Strike Fighter,
yet another high-tech toy in the company’s
Fdectronic Battlefield Series. Hornet joins
Operation Flighting Tigers and MiG-29
Fulcrum in the growing list of add-on disks
that interface with Falcon 3.
or McDonnell Had A Jet
The McDonnell Douglas F/A-18
Hornet incorporates twin afterburning
engines and is packed with the latest avion-
ics and weapon systems. The Hornet can
function as a true multi-role aircraft by
quickly converting to cither a ground attack
or air-to-air fighter. Its carrier deployment
capability makes it even more flexible.
Once Spectrum’s Hornet has been
loaded onto a hard drive with either Falcon
or the stand-alone version of MiG-29
already installed, you can take to the skies
over the world’s current hot-spot: Bosnia.
To illustrate Hornet’s new features and
flight model, I’d be pleased to have you as a
copilot on one of my first missions.
Tour de Bosnia
The interfaces of Hornet axc essentially
the same as in Falcon 3, and within minutes
of the install I had formed a new squadron
with the new Bosnian theater, hit the com-
mit button, and was waiting for the familiar
satellite downlink message. Command
sends a message describing the
scenario: my mission, to take out
an enemy tank column north of
Valejevo. After setting up each
flight’s waypoint action and
flight path, I perform a recon of
my flight path and use the trace
option to find possible enemy
threats.
With pilots assigned to their
flights and armed with air-to-air
missiles and air-to-ground Mavs, 1 tap the
“+” key to throttle my two turbines up to
full military power. It is now obvious that
the Flornet cockpit is decidedly different
from Falcon. I now have two Digital
Display Indicators which display a variety
of data. I jiull up the engine DDl and mon-
itor my engine thrust, fuel flow and exhaust
temp, all displayed as digital readouts. I
then slam the afterburners open to stage 5
and give the Alt-C launch command.
The launch off the carrier was pretty
straightforward, except for the fact that my
joystick did not respond to small move-
ments. I increased my stick movements and
found my aircraft snap rolling at 500 feet.
Whoooaaa!! OK, so maybe my “Thrusty”
joystick needs to be reconfigured. I give it
another shot and find no improvement.
After consulting an on-line flight sim
Page 102
ComptUer Gaming World
forum, I notice many players are experienc-
ing the same problem. A siigge.sted fix is to
calibrate backwards or to bold the joystick
calibration icon in the corners for a long
period of time. I try this and it corrects the
problem, though the aircraft still exhibits an
extremely fast roll rate.
Once airborne with some degree of con-
trol, I configure my left DDI to show the
Radar Warning Receiver and my right DDI
to air-to-air radar. In the lower middle of
the instrument panel is the Horizontal
Situation Indicator. This display shows
your aircraft’s current heading along with a
waypoint and radial heading. The radial
heading is a specific flight path that has
been preset to the waypoint. Ideally, you
should line up the heading cue with the
waypoint cue along with the radial indica-
tor.
While heading to a waypoint, I take
time to feel out the flight model. The F/A-
18 feels responsive, yet it can get
heavy and slow. Hornet can
model four different flight mod-
els from Easy to High Fidelity as
in Falcon 3- Airspeed does bleed
off as Gs are applied to the air-
craft, and the turning radius will
tighten with reduced airspeed
and higher Gs. The aircraft is
heavier with more momentum
than the F-16 and becomes lum-
bering at 125KIAS. It does roll
extremely fast and takes a very
steady hand to fly. Close atten-
tion to energy management is a must, lest
you want to pre,senc a fat, slow target.
At Angels 5, I instruct my wingman to
close it up, and he quips back with a “Copy
will do.” Time to activate the APG-65 Air-
co-Air radar. This radar is simulated in
many degrees in Hornet as in Falcon 3. I
have configured my aircraft with the High
Fidelity flight model so I can check out any
new features. The F/A-18 radar incorpo-
rates Scan, Track While Scan, Single Target
'brack and Air Combat modes and a range
of 80nms. When a contact is targeted.
information as to heading, alti-
tude, range and aspect are dis-
played next to the target icon.
Aspect is displayed by a small
directional tail attached to the
icon and is displayed 180 degrees
opposite of the Falcori program,
so it does take some getting used
to.
Scanning for enemy contacts,
1 select the Track While Scan
mode. This allows me to target
one aircraft while continuing to
display other threats. Picking up a contact
at 40 miles, 1 hit the “T” key to acquire the
target and tap the “Z” key to lock ‘em up. 1
hit the IFF (Identify, Friend or Foe) key
and determine that the contact is hostile.
My Radar Warning Receiver lights up, .so 1
know my target has me locked as well. At
10 miles, 1 activate my jamming system
and, since no other targets are within my
scan, my radar shifts to the Single Target
locked and will not display any ocher air-
craft while automatically adjusting range.
LAUNCH WARNING!!! 1 break hard to
port and pump chaff and flares while 1
.switch to padlock to get a visual on the AA
mi.ssile.
The padlock view remains the same as
Falcon, bur now includes an afterburner
and brake cue in the mini-HUD. 1 pul!
max Gs, which is limited to 7.5 by the F/A-
1 8 avionics system, and jink violently. 1 can
toggle off the G-limitcr, but
there’s a chance I’ll overstress the
wings. Luckily the Atoll missile
impacts one of my chaff packets
and I’m still alive. Still in padlock
1 keep toggling the view until it
targets a MiG-29 which is now in
visual range at 2 miles. I pull ver-
tical while banking and re-
acquire the target with the radar
in Air Combat Mode which locks
up anything within 10 miles of
my aircraft. I get a good tone and
hose off an A1M-9M. The missile cracks
and flies up the MiG’s pipe, exploding in a
ma.ssive bit-mapped fireball. 1 didn’t see a
chute, poor bastard.
Are We Having Fun Yet?
Air-to-air action is typical of Falcon 3.
Bandits will perform maneuvers in both the
horizontal and vertical. Excellent enemy AI
makes the F/A-18 a very difficult aircraft to
fly and fight. The blistering roll rate makes
control stability a major issue and a player
must be very conscious of every move he
makes. New padlock and radar information
along with a new heading indicator increase
the pilot’s situational awareness and add
new layers of challenge and scrateg)'.
As I move into the mountainous region
of Bosnia 1 admire the improved terrain
graphics. Switching my radar to air-to-
ground, I notice a new feature which
enables a player to zoom in on a selected
area of the topological display as opposed to
zooming into the whole screen. Targets can
now be identified even if they should be
offset CO the nose of the aircraft, so I can use
Mavericks along with maintaining a ground
radar image of the target. Switching down
to my HSI, I line up the waypoint and radi-
al cue to the target waypoint, and bring up
the COMED map which is superimposed
over the HSI information. I am now at the
initial point for my attack run.
My air-ground radar picks up the tank
column. They are expecting me, and my
RWR lights up with AAA radar scans.
Approaching the column head-on I target
and release six Mavericks. The sky lights up
with AAA and 1 get a launch warning,
lumping back into padlock view, I pick up
an SA-6 missile tracking my six. Dumping
flares, I break hard, but the missile nails my
aircraft. Warning indicators are flashing
and the inccs.sant voice of Bitchin’ Betty is
.screaming “Check Cockpit!” as 1 check out
my warning sys and see that the missile has
knocked out my weapons. Time to get out
of Dodge. Endo exit stage right!
Air-to-ground action is intense. The
April 1994
Pane 103
well-implemented enemy AAA and 50mm
cannon fire leaves no question that you are
getting shot at. vShouldcr launched missiles
will kill you very quickly should you not
evade them or get outside of their range.
Unfortunately FLIR pods are not support-
ed, and targeting smart weapons remains
virtually the same as Falcon 3. i'he groimd
map zoom feature does give you some
added flexibility in picking up ground tar-
gets. Hornet docs not support any low level
terrain avoidance systems, so I’ll have to
keep my hands on the road and my eyes on
the wheel while I make my egress through
the mountainous terrain.
Snagging The Three Wire
Heading home, I steer toward the way-
point cue in the HUD to get on course for
the carrier — time to get in the groove. After
passing the carrier on one side, 1 activate
the ILS, and the LSO calls to tell me that
it’s time to enter the pattern. 1 begin to
turn on final and line up with the deck,
adjusting my airspeed with throttle and air-
brake to 135KIAS. I pick up the “ball” (the
optical landing system located on the carri-
er deck) which provides me with flight cues
as to my angle
of attack,
while my
angle of attack
indexer pro-
vides an addi-
tion reference.
The LSO is
also giving me
verbal cues to
aid my
approach
while an AOA
bracket
appears in the HUD. According to the
manual, I should keep the velocity vector
centered within this bracket to get a good
approach. I'm lined up ready to catch the
three wire. 200 feet.. .good speed. ...SLAM!!
1 smack the carrier lip and get the all too
familiar “your dead” animation sequence.
Oh well, maybe next time.
After playing for many hours, the land-
ing section is still one of the most challeng-
ing aspects of the sim. This is exacerbated
by the high I'oll rate, which makes more
than minor flight corrections a hazardous
choice during your approach. The LSO
dialogue is a nice touch, and the AOA
indexer and AOA HUD bracket aid your
approach and generally give you the “feel”
of maintaining a high AOA on carrier
approach. A view shift will be activated
when you hit the ILS, meant to simulate a
pilot adjusting his view, so be prepared!
Also, if you are carrying any stores, these
will be jettisoned when the carrier waypoint
is selected, so shoot ‘em or loose 'em! ISee
the foHoiuing Carrier La)iding straLeg)' article
for some ooy useful tips. — Ed.\
Hornet has a modem option which will
connect with Falcoti 3.03 and MiG-29
players. Hornet will automatically update
your Falcon 3 and MiG-29 programs to
make them compatible with an updated
communications system, which looks the
same bur permits a histcr connect rime. A
network option is also included so that
Falcon, Hornet and MiG 29 owners should
be able to mix it up.
Bug ‘Em Up
Hornet docs have some irritating bugs,
the most problematic being the joystick cal-
ibration routine. The joystick is just too
sensitive, making flight more difficult than
it has to be. The carrier will also disappear
under certain circumstances, and a random
view change will occasionally occur, shift-
ing the perspective to the left side of the
cockpit.
Allied wingmen and flights also exhibit
some funky
behavior. I’ve
seen wingmen
fly around the
carrier until they
run out of fuel.
Other allied air-
craft will also
run into moun-
tains for no
apparent reason.
MiGs will get in
behind your
flights and will
attack you when you are landing on the
carrier, which is a real problem since your
weapons have been automatically dumped.
[At press time. Spectrum tuns working on a
software patch to address most of these prob-
lems. — Ed.]
When the Smoke Clears
When these minor problems are
addressed, Hortictw'xW make a very welcome
addition to the hard-core pilot’s collection.
It doesn’t break any new ground, as it is
basically Falcoii 3 with new scenarios and a
diflerent flight model, but the carrier oper-
ations add an enjoyable twist. Players can
expect the same degree of intense enemy AI
and the involved mission planning require-
ments that made Falcon 3 a touchstone for
serious simulations, cgw
A US Navy F-H pilot once said to
me, “The thing 1 hate most about
the Navy is living onboard the car-
rier; the thing I love most about the Navy
is flying from and landing on the carrier,”
Putting 30,000 pounds ol airplane moving
over 100 mph down onto a 160-foot
stretch of pitching and rolling runway has
been likened to “landing an elephant on a
postage stamp.” No PC-based flight simu-
lation as yet does justice to the rigors and
dangers carrier aircrews face daily, but
landing onboard the USS Theodore
Roosevelt iii Spectrum HoloByte’s Hornet
Naval Strike Fighter is as close to that
intensity as it comes.
Because of the difficulties of a carrier
landing, many simulation fans choose to
skip it, either by ending the mission or by
handing the task to the autopilot. Real-
world pilots have no Escape key to lean on,
and few things will give you more satisfac-
tion than mastering simulated carrier traps.
Carrier landings in Hornet \n\\\ never be
easy, but with practice you can execute
“contiollcd crashes” successfully every time.
Procedure or Wildcard?
Hornet’s Landing Systems Officer
(LSO) is designed to talk you onto the
deck. If you fly the appropriate course, as
defined in the HNSF manual, the LSO
should guide you in safely. Unfortunately,
following this procedure can have other
severe consequences. First, you must fly to
the last waypoint to enter the landing pat-
tern. When you fly over this waypoint, all
ordnance, except wingtip stores, is auto-
matically jettisoned. An urban legend per-
sists that US Navy pilots jettison all ord-
nance before landing back on the carrier in
order to reduce risk.
Carrier-based pilots, however, have told
me nothing could be further from the
truth. Fuel would routinely be jettisoned to
meet landing weight requirements, but
ordnance was always brought back onboard
except in emergencies. If you lly the stan-
dard Hornet approach pattern, you will
invariably be forced to jettison any remain-
ing stores, regardless of whether you may
need them later in the campaign.
Additionally, the //owe/ radio calls seem to
suffer a few bugs. Sometimes, the carrier
never gives you the appropriate calls for
landing. 'Fo save ordnance and avoid the
bugs, I’ve developed my own landing pro-
cedure.
First and foremost, I avoid the last way-
point like the plague. Instead, 1 fly within a
few miles of it, then activate the ILS. By
Pii^c 104
Computer Gaiiiiiifi World
Catching The 3-Wlre Every Time
How To Survive Carrier Landings In Hornet Naval Strike Fighter
by Tom “KC” Basham
approaching the last waypoint, I’ve been
positioned astern of the carrier, and by
using the ILS I can pinpoint its location.
Coming back from a mission, though, I’m
rarely flying standard approach parameters,
so I still use the suggested race-track pat-
tern.
and downwind legs.
Once you have been cleared, verify your
speed is 200-250 knots and lower your
gear. If you’ve forgotten to lower your gear
or your hook, the LSO will remind you.
Still, you have enough other things to
wort)' about the closer you get to the ship,
so it’s best to have these simple things out
of the way early. Be careful not to exceed
300 knots with the gear lowered, as the gear
will be damaged. Your screen should now
resemble Figure 1 .
You are about to turn left another 90°
onto the base leg. Correctly timing the base
leg is critical. The base leg is a gentle left-
hand turn back toward the carrier. When
you complete the base leg, you should be
reasonably aligned with the runway and on
the final leg. As you can see in Figure 1, the
carrier is 1.4 miles away. Although the car-
rier is visible from 7 miles away, the runway
can only be seen from 1.7 miles, and the
LSO only guides you under 1.2 miles. To
maximize the time available for lineup on
the final leg without extending beyond the
1.7 mile visual range of the runway, begin
the base leg approximately 1.4 miles from
the carrier, as shown in Figure 1.
Bank about 45° left and execute a gen-
tle, 2-G turn. Don’t rush the turn. You
want to complete 180° of turn and be
aligned with the runway. If you turn too
Entering the Pattern
Descend to 1,000 feet, slow to 300
knots, and fly directly toward the carrier.
Don’t worry about what the ILS lines are
doing, you’re not going to land just yet.
The carrier becomes visible at seven miles.
When you close to approximately two
miles, turn slightly to the right and fly past
the carrier, maintaining 1,000 feet and 300
knots. Watch the carrier pass down the left
side of your aircraft using the padlock view.
This is the upwind leg.
Figure 1
Use the ILS-HUD to mc^neuve^ near the earner.
clearly passed across the carrier’s path. My
procedure mirrors that found on page 72 of
the manual, but allows a little extra altitude
for mistakes during the crosswind leg.
You are now ready for the downwind
leg. Turn another 90° to the left, holding
altitude and speed. Don’t wait too long on
the crosswind leg before entering
the downwind leg, as you want to
stay close to the carrier. Your
heading should now be 180°
opposite of the carrier. Although
the manual suggests descending
to 600 feet, maintain 1,000 feet
altitude — you’re going to need
those 400 additional feet very
soon. Using the padlock and out-
side views, monitor the position
of the carrier. When it is exactly
off your left wing, the ILS HUD
should show you approximately
eight miles away from the ship.
Once your aircraft is clearly past the car-
rier’s bow, note your heading. In Hornet,
the carrier usually cruises along square
headings of 90°, 180° or 270°. This makes
your approach much easier. Drop your
hook and turn 90° to the left. Maintain
1,000 feet, but slow to 250 knots. Using
the padlock view, monitor the carrier’s
position. Fly this heading until you have
Timing the Base Leg
From here, things are going to get busy.
First, notify the LSO of your intention to
land by pressing Alt-H, keeping in mind
that you may have to press it twice before
he responds. If the LSO calls, “deck clear,”
you’re all set and can continue. If he orders
you to go around, you must extend past the
carrier and repeat the upwind, crosswind
April 1994
Page JOS
Photograph)
quickly, you will fly coward the carrier hut
be improperly aligned. You’ll only be about
1.4 miles from the carrier and there won’t
be enough time to correct a gros.sly mis-
timed base leg. Remeinber, when you begin
the turn vour speed will decrease. Apply
power to keep your speed between 190 and
210 knots.
feet of altitude for each mile away from the
carrier. Ideally, you should be at 750 feet
when 1.5 miles from the carrier. Learning
to adjust altitude, airspeed, throttle and
turn rate simultaneously is no easy task and
requires practice.
Turning on Final: Getting Busy-
Now things really start to cook.
Immediately hit the “\” key to deactivate
the ILS. That’s right, shut the ILS off.
Why? Because it’s not very useful at this
point. The ILS bars themselves have no
center points marked, so there’s no way to
really tell if they’re centered or not. Second,
the velocity vector does not operate proper-
ly on the ILS HUD. When ILS is activated,
the angle of attack (AOA) indexer should
appear beside the velocity vector, but the
entire assembly should float around the
HUD in ordinary velocity vector fashion.
In Hornet-, though, the velocity vector ceas-
es to move around the HUD when the
AOA indexer appears. The velocity vector is
probably the single most important instru-
ment during landings. It you’re within 1.7
miles of the ship, you can already sec the
runway, and the ILS bars are
more clutter than anything else.
Deactivate the ILS HUD and rely
on your eyes for lineup and the
working velocity vector for
descent information. As the man-
ual states, the runway is canted
10" from the deck. When you’re
perfectly lined up, your heading
should be 10° left of the carrier’s
heading.
Why is the velocity vector so
important? Because it shows
where your aircraft is going,
regardless of the nose position. If
the velocity vector is below the
carrier in the waves, that’s where
you’re going to wind up. If the
velocity vector is aligned on the
carrier properly, you’re going to
land exactly right. Figure 2 shows
what you should see, captured
from a replay tape.
On the final leg, always
remember: use pitch to control
your airspeed and power to con-
trol your altitude. If you are too
low, don’t pull the nose up. In
the more realistic flight models,
pulling the nose up will cause you
to slow down, decreasing lift,
causing you to descend even
more. If you’re too low, apply
power. I f you’re too
fast, pull the nose up slightly to
bleed speed. This is very impor-
tant! During the final leg, you
must establish your sink rate, or
vertical velocity, such that you
use up all altitude and touch
down exactly over the carrier.
Don’t let your sink rate get
too high, either. Although you
can monitor your vertical speed
on the HUD, you control your
sink rate by speed and the veloci-
ty vector. In short, when you fly
slower you sink faster. When you
fly flister, you sink slower. If your
speed is too high, you’ll shoot
right past the deck. If your speed is too low,
you’ll splash short of the deck and swim
home. According to the manual, touch-
down speed should be around 140 knots.
However, in Hornet youW sink like a simu-
lated rock to the bottom of the simulated
sea at 140 knots. Remember also that the
engines take time to spool up. If you’re
sinking too fast, you must apply power
quickly. If you wait too long, you’ll crash
while tile engines arc revving up to the new
power setting.
Maintain a speed of 160 to 170 knots
and move the nose until the velocity vector
lays over the trap wires. Above all else dur-
ing the final leg, keep the velocity vector on
the trap wires! You should keep the nose
roughly level and maintain an angle of
attack of around 5-6". As you close, listen
to the LSO and watch the meatball for vital
clues, but pay extremely close attention to
the velocity vector. Keep it where you want
to land, and you’ll land there.
The Final Drill
It takes about 12 seconds from the time
that you call the ball at 1.2 miles until
touchdown. During that time you must
keep the velocity vector on the trap wires.
your speed between 160-170 knots and
your angle of attack around 5". The runway
will appear to drift to the right slighly
because of the movement of the ship, but at
these short ranges you’ll be on the deck
before you notice much. Figure 4 shows the
final instant before touchdown. You may be
pitched slightly down as shown in the pic-
ture. If so, you must remember to flare
(pull back on the stick) so that you land on
the main gear. Although the Navy would
prefer softer landings, anything with a verti-
cal velocity of less than 200 feet per minute,
as indicated on the HUD, will suffice.
Carrier landings take practice. The keys;
1) properly time the base turn, 2) maintain
appropriate sink rate on the final leg, and 3)
above all else keep the velocity vector on the
trap wires, cgw
Watch your altitude closely. To com-
.
1 = 1 w f »» f Tw
Figurc 2
Beginning the lineup t.7 miles from the carrier.
plete the base leg, you'll want about 500
Figure 3
Seconds before touchdown, coclcpil view.
Buire 106
Cninpiitcr Ganiiua Worhl
Strategy
machine Politics
In The Slst Century
Understanding The Inner Workings of
SimCity 2000, Part One
by Robert L. Hayes, Jr.
I f the worst nightmares of 20th Century
New York City mayors were recurring
visions of the sewer system disintegrating,
what will the dreams and nightmares be for
mayors in the 2 1 st Century? Obviously, Sini-
City 2000, Maxis’ new version of their classic
city building simulator, won’t provide all the
answers, but it's sure to offer some fascinating
possibilities. In order to explore these new
possibilities, Maxis has made significant teclv
nological advances over SiniCity Ckssic and
added a tremendous amount of detail. Natu-
rally, this increased detail has increased the
complexity of the simulation and the number
of new game options. Combine these facruis
with a somewhat cursory manual, and many
gamers may find that they would settle for the
NYC sewer scenario that plagued the dreams
of modern mayors rather than contend with
this plethora of new details. '1 his article is
intended to keep that frustration from occur-
ring.
Who To Listen To
One of the most essential qualities of a
SimMayor is a thick skin. You will be con-
tinually criticized by the media, and there is
no end to the vociferous complaining, beg-
ging, and whining of your citizens, who will
constantly bombard your office with plain-
tive picas for a.ssistance: “We need more po-
lice,” or “We need a stadium.” Many new,
cager-to-please mayors, working on the not-
unreasonable assumption that the SimCiti-
zens know what they need, often build the
requested facilities at once, then wonder why
their cities go into premature bankruptcy.
The important thing to remember is that
your citizens are a bunch of pathetic w'hiners
too lazy even to submit their own zoning
requests, instead requiring you to make all of
their decisions for them. Ignore the little
beggars at llrst, and build your city your own
way, in your own time. When you havesteady
cash surpluses each year and can afford the
upkeep on the items your citizens want, then
consider their requests. The only exceptions
are requests for airports, seaports, and con-
nections to other cities — these are very im-
portant.
Your advisers, on the other hand, will gen-
erally give you good counsel on what your city
requires, with the exception of your fire mar-
shal, who chronically wants more fire protec-
tion than yotir city probably needs. Yotir
property tax manager often will tell you to
jack up property taxes, but be careful about
doing so, as too high a tax rate can actually
Fuse JOS
Cunipiiier Gaining Woilcl
TABLE 1 Travel Point Costs
Roadway by car or bus, no iraffic 1
Roadway by car or bus, light iraffic
2
Roadway by car or bus, heavy Iraffic
3
Highway by car or bus, no traffic 1
Highway by car or bus, light iraffic
2
Highway by car or bus, heavy traffic
3
On ramp by car or bus
2
Tunnel square via car
3
Tunnel square via bus
2
Bridge square via car
3
Bridge square via bus
2
Train track or subway square
Change modes from car to bus
1
4
Change modes from bus to car
2
Change modes from car/bus to rail
4
Change modes from rail to car/bus
4
reduce revenues by killing development and
drivii^g your populace to greener pastures,
The People Mover
No area of city development is as critical as
a well-planned transportation network.
Without transportation, your citizens will be
unable to reach shopping malls and their
places ol work, telecommuting and home
shopping networks not being an option in the
SimUniverse. Citizens go about their daily
business via one ol three ways: private cars (via
roads and freeways), city buses (via roads and
freeways), and trains (via tracks and subways).
All have advantages and disadvantages, but ro
weigh those considerations it is necessary to
first understand the heart of the SimCity 2K
transit simulation: the trip generator.
Eacli and every building or undeveloped
zone in SimCity 2/^ generates “trips” based
upon its population. A “trip” represents a
hypothetical attempt by a single SimCitizen
to find a suitable destination, whether a place
of employment or a place to shop. Zoned but
undeveloped acres may generate one trip
every ten cycles (a cycle is one iteration of rhe
crip-generacing subroutine, which operates
continuously), while a high-ri.se apartment
complex may generate a trip every cycle. The
SimCitizen starts with 100 travel points,
which it expends on movement through the
transit network of your city. Each square
traversed on the map costs a varying number
of points (see Table 1); if no destination can
be found before these points run out, the trip
is considered a failure and no traffic is gener-
ated (the SimCitizen stays at home rather
than venture out), If the citizen finds a valid
destination, then the route is noted and ap-
propriate traffic generated along chat route.
A trip begins when a SimCitizen walks to a
road or public conveyance located within the
same block as the origin point. The SimCiti-
zen can only walk three squares from its point
of origin before it gives
up, therefore no trips
will be generated from
any zone more than
three squares from
some form of transit.
Once the SimCitizen
hits a road, it follows
that road (in a random
direction), looking
along both sides of the
road for a valid destina-
tion square. When it
comes to an intersec-
tion, it takes a random
turn. If a dead end is
reached, it retraces its
steps back along the
dead-end road (travel
points expended on
such wasted travel do
count against the trip’s
lOO-point allotment)
and continues. When
the SimCitizen en-
counters a mass transit
access point (a bus depot, railway terminal, or
subway station) it has a 50% chance of trans-
ferring to the new mode of travel and again
setting off in a random direction. These mode
changes also cost travel points (see Table 1).
For trains, the SimCitizen proceeds along
train or subway routes from station to station.
At each station the SimCitizen has a 50%
chance of disembarking (again paying the
mode change cost) and continuing on foot or
by car. If the SimCitizen does not disembark
at a given station, it chooses a new direction
along rhe tracks and proceeds until finding
another station. For buses, each time theSim-
Citizen encounters a bus station it has a 50%
chance to disembark and again (ravel by car.
Examining the travel point costs outlined
in 'Fable 1 , it becomes clear that each method
of transportation has advan-
tages and disadvantages.
Cities with no mass transit
whatsoever do not impede
trip efficiency when there is
no traffic; indeed, the mode
change costs incurred by
mass transit (which your
sims will take even when
there is no need to) can re-
sult in trips being aborted
that could have been suc-
cessfully completed. How-
ever, when road traffic
becomes heavier, the mass
transit systems prove their
merit. For example, let us
u.se our .sample mini-city in
Figure A to observe the way the system works.
Assume a trip is generated by a house in the
residential area (green block), and that the
entire roadway is clear of traffic. The com-
muter, a drone of rhe corporate state, wisiies
for some reason to visit her Mejob in the
industrial zone (yellow block). She enters the
roadway (1 point) and travels to the left (since
the road deadends on the right). Traveling
one space (1 more point, total of 2), she looks
to her left and sees nothing. To her right are
more residences. Another space (1 more
point, total of 3), again she is frustrated in her
search. 'Fraveling three more spaces (3 points,
total of 6), she is still frustrated, for to her right
is nothing but fast-food restaurants and shoe
stores (hluc commercial zone), 'Fraveling one
more space (1 point, 7 total), she finds her
reward at last; to her right is an industrial
zone, and she parks her car and enters a day
of thanklc.ss drudgery. Had traffic been light,
her trip would have taken 14 points; heavy
traffic would have made the cost 2 1 points. As
you can see from this small example, condi-
tions of minimal traffic can make long auto-
mobile trips possible (at least along roads
without trouble-making intersections), but
heavy traffic will quickly limit the radii ofyour
sim’s perambulations. Had there been a sub-
way station in the heart of the residential and
industrial zones of this miniature city, then
half the trips from one zone to the other
would take the subway, at a cost of only 6
travel points; the main benefit of such a short
route would be that it would alleviate much
of the traffic generated along the roads, mak-
rifiLiiv A
ing everybody’s life easier (and your mayoral
popularity higher).
Note that in game terms, there is only one
difference between a successful trip that takes
only two travel points and one chat cakes 99:
the shorter trip will generate crallic along a
much smaller portion of
roadway, while the long trip
will be generating traffic
along its entire length. For
purposes of access to zones,
however, either trip will suf-
fice and the sims do not care
how long their drive is, as
long as they can make the
drive at all. (Note also that
subways and trains have an
infinite capacity. I'here is no
traffic modifier for such
travel, so it does not matter
how longa rail crip is, as long
as it reaches a valid destina-
tion).
The mayor who builds a
city with nothing but roads
and highways will notice severe traffic prob-
lems clogging the arteries of his or her fair
city. In early stages of your city’s develop-
ment, this is not a problem: you don’t have
enough citizens to clog a drain, much less a
decently-designed road system. However,
once heavier population densities are
reached, the far-seeing mayor will need to
institute some form of mass transit to keep
the roads clear.
d here are advantages and disadvantages to
each of the three forms of mass transit at your
disposal. Bus depots are inexpensive and re-
duce traffic considerably, but they don’t re-
duce pollution very much (though there is
some reduction) and they take up four acres
per depot, space more profitably used for
development. Rails are moderately expensive,
reduce traffic and pollution, and boost indus-
trial development throughout your city, but
take up even more room than buses. The train
stations are four acres in size, and the tracl-cs
take up an inordinate amount of space. Sub-
ways reduce traffic and pollution and take up
only tiny amounts of space, but they arc very
expensive to build and maintain. When de-
veloping a well-balanced city, I build a mod-
est railway first (perhaps three or four stations
separated by six to ten squares of track
apiece), then add buses to newly developed
areas with potential to develop heavy traffic.
I .save subways for last, using them only for
high-value areas where bus or train depots
would take up too much high-priced real
estate.
flic placement of your mass transit stations
is a fine art. Bus depots must be placed along
a roadway or they will not conduct any pas-
sengers at all; within cliat limitation, any
high-traffic area makes a fine place for a bus
station. You must be careful not to build too
many stations, because huge numbers of sta-
tions will result in many aborted trips due to
your citizens’ propensity for getting on and
off the bus whenever they see a station. One
station for every 70-100 acres of developed
land (two 6x6 blocks) is about right.
Rail and subway stations can be placed
anywhere, When placed on a road, they do
not attract as many passengers from the inte-
rior of their block, bur get passengers coming
off the street. When placed inside a block,
they get a larger proportion of their local
business but do nothing for passersby. Either
approach is fine; in general, let your track
layout dictate where your stations are placed.
One additional option is to lay a rail station
across a street (sec Figure B); this allows pas-
sengers from as many as four blocks to use the
facility while still allowing for passersby to use
it. The disadvantage of this technique is that
it blocks the road, causing a dead end (and
sonte possible aborted trips for long-distance
drivers). Used sparingly, however, you cati get
a high proportion ofyour populace riding the
rails in this fashion. For maximum rail cover-
age, lay your stations and track or subway so
that every block has at least one rail access
point; the difficulty here is that an excessive
number of stations can cause passenger con-
fusion as your sims enter and exit the rail
.system many times in one trip, wasting travel
points on mode change charges. Experiment
to find the right balance for each area of your
city.
The Water Works And Electric Co.
There are only two utilities that you must
be concerned with as your city develops:
water and electricity. Of the two, water is the
sijnplest, as it has only two sources, pumps
and desalinization plants. Each water pump
will generate an amount of water which varies
according to the weather and the pump’s
proximity to fresh water. A pump will gener-
ate enough water to service 24 to 36 squares
of development (depending on the weather),
with an additional 12 squares of service for
each water or waterfall square the pump is
adjacent to. One handy technique for maxi-
mizing the coverage of your pumps is to build
a long, thin (one square wide) strip of land
through the middle of a long lake. Build a
pump on each land square on your isthmus
(See Figure C). Each of your pumps will
generate enough water for 96 or more squares
of developed land, saving you considerable
money (though, regrettably, not any space,
since the water spaces aren’t of much use). If
you don’t have a natural lake available, then
make one. Simply use the Lower Terrain
tools to lay water in two long strips with one
square of land between them. Creating water
terrain costs $100, just as much as pumps, so
the terraforming is not costing you any net
funds; additionally, you
gain the power savings of
not having to power ail
those extra pumps, and the
land-value enhancement of
all that artificial coastline.
Desalinization plants are
generally not worth the
trouble. It’s easy enough to
change your land-water
configuration that there’s
no point in bothering with
the ocean for water; just cre-
ate some lakes inland (at
$100 a square, admittedly)
and save your citizens the
pollution.
Water towers are entirely
Paf-i- no
Coinnuter Ganiinu Warld
par a irojTd Jpop u I a t ip'iij
Fs y c h ol i c c r ifn In a I s .
useless, excepc forwater-scrapped
cities with severe cash problems.
One tower costs $250, takes Four
squares, and stores 40,000 g;il-
lons of water, whereas lour
pumps take the same amount of
space, cost $400, and produce
(rather than simply store) a mini-
mum of 48,000 gallons of water.
The $150 savings isn’t worth it;
go with the pumps every time.
Waste water treatment plants,
on the other hand, are a boon to
the ecologically conscientious
mayor. They arc inexpensive and
will cut your city’s pollution lev-
els by as much as a third, and you
only need one. Your citizens hate
having them around, however, so make sure
yours is far away from population centers (but
still connected to the main water grid).
Don’t go crazy with pipe laying to establish
your water grid. Your citizens will take care
of the plumbing within each block, so simply
connect the blocks together with one length
of pipe. It may take a little longer before water
Hows through the entire block, but you will
save yourself trouble in the long run because
pipes can interfere with your subway con-
struction.
Electrical power is more complex, as there
are many types of power plant and each has
drawbacks. Table 2 summarizes the differ-
ences berween power plant types. As this
Table demonstrates, some forms of power are
far more efficient than other types. Ironically,
the clear winner in the cost-benefit analysis is
hydro power, the power source which is avail-
able at even the earliest historical periods of
the game. While not quite as inexpensive as
coal, microwave, or fusion plants, and while
not as efficient in terms of megawatts per acre
used as microwave and fusion plants, hydro
power has the overwhelming advantage of
not needing to be replaced cvciy 50 years, and
the strong advantage of being added to your
city in small, affordable increments as the city
grows, rather than as one enormous lump of
mostly-unnccded power. Eor a mayor wish-
ing to run a more realistic city, then the choice
is more difficult. In early historical periods,
there really is no choice other than coal
plants. Wealthy cities may flirt with oil power
for the pollution reduction, but, in my opin-
ion, it is not really worth the 50% price
premium. Gas is massively expensive, at the
top of the price list per megawatt, and shares
with solar power the dubious
distinction of being the largest
waster of space (a measly 3. 1 25
MW per acre of plant, worse
even than wind power). In
more modern eras, nuclear
power begins to look attractive,
but be advised that ShnCity 2K
nuclear plants suffer a remark-
ably high accident rate; that,
coupled with the plants’ high
cost per megawatt and high
capital cost make nuclear a poor
choice. The ecologically-
friendly plants of choice, solar
and wind, are workable but in-
credibly wasteful of space.
However, if you have room to
burn, they make a better choice for the mod-
ern era than hordes of smoke-belching coal
plants, and wind power, like hydro, does not
need to be rebuilt every 50 years. Microwave
and fusion power, of course, are the best of
the futuristic plants. Since even an enormous
city will need only two or three of these
monsters, the MW/acre advantage of fusion
plants is irrelevant, and you should build
whichever plants meets your power needs.
In next month’s article, we will deal with
city services, the layout of your city, zone
development, land value, and general rips and
tricks for enhancing your city’s performance
in every way.
Robert Hayes welcomes questions and
comments on CompuServe at 70314,2302.
CGW
TABLE 2
Power Plant Statistics
Plant
MW
Cost
Pollution
Accident
S/MW
MW/Acre
Coal
200
4000
Heavy
None
20
12.50
Hydro*
20
503
None
None
25
17.77
Oil
220
6600
Medium
None
30
13.75
Gas
50
2000
Light
None
40
3.125
Nuclear
500
15000
None
Severe
30
31.25
Wind**
4
100
None
None
25
4
Solar***
50
1300
None
None
26
3.125
Microwave
1600
28000
None
Modest
17.50
100
I'usion
2500
40000
None
Slight
16
156.25
NOTES:
* Hydro power figures reflect the fact that it is generally necessary to construct the hill and waterfall needed to build tlie plants. The most efficient
liydro dam configuration is a one-sc|uare hilltop with waterfalls on the eight descending slopes.
** Wind power generation can he less tlian shown in the table due to unfavoralile weather conditions.
*** Solar power generation can be anywhere from no power generated (in rain or heavy cloud) up to the figures shown.
When nuclear plants have accidents, they explode and spread fire and radiation over large areas of the map. When microwave plants experience
ix'g noSher chmage'irdone'^ incinerated, but no permanent damage is done. If a fusion plant sutlers an accident, the plant is destroyed,
112
Coinimier Gaiiiiiii’ World
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Byte Boy!
The advent of the AdLib sound card in 1988 added
a new dimension to the computer game experience.
Unfortunately, the advances in sound technoiogy since then
have also added a new dimension of confusion. In this first article
of a two part series, computer game composer Donald Griffin will
wade through the sea of terms— DSP, PCM, MIDI, OPL— to help
you better understand your sound card and its future.
by Donald S. Griffin
I n a perfecu world dierc would be a dozen
sound cards... and they would all be cssen-
ti.illy the same. They would ail have every
synthesis technology in abundance. They
would all be compatible with every piece of
software. They would all talk to the software
in rht same way so that software developers
could make full use of their sonic potential
without headaches. They would be flexible
enough so that any new and inventive tech-
nique would be easy to implement. They
would be similar enough that one piece of
music would sound equally good on all of
them, yet different enough that each brand
could have its own sonic style. And, yes, they
would be inexpensive. Are we anywhere near
this perfect state of affairs? If you’ve been
keeping up with the developments in sound
cards, you’re probably enjoying a good belly
laugh right now, and I can’t blame you. But
we are closer than the disheveled pile of sound
Pa};v no
Cninpuiui- Cuming World
cards on niy studio floor would suggest.
Sound cards do seem to be moving in the
general direction of the ideal world of my
hardware fantasies.
Wliat’s Old
In the beginning Big Blue said, “Let There
Be Noise,” and behold unto us was born the
PC speaker: Beep beep beep. Boop boop
boop. That got old really fast. Then came
speaker modulation: Buzz, pop, click. This
wasn’t much better, rhen came the AdLib
Music Card, and the waves parted and we
were all lead into the sonic promised land.
Well.. .not exactly. It tuns a big improve-
ment on the state of the art, but the AdLib’s
OPL-2 chip was a very basic implementation
of a relatively old technology called Fre-
quency Modulation (FM), which is not ideal
for musical instruments and even worse for
sound effects. Entei' Sound Blaster stage left.
The Sound Blaster was essentially the same as
the AdLib card, but it added the important
ability to recotd and play back low resolution
digital audio. The low resolution part wasn’t
so great, but the digital audio was a real
godsend. Fwen low resolution digital audio
sound effects were a great improvement over
FM, and since the OPL-2 chip w,as no longer
being used for effects, the music could have
the OPL-2 chip all to itself. The type of digital
audio the Sound Blaster used was called Pulse
Code Modulation, or PCM for .short. The
maximum resolution of the original Sound
Blaster’s PCM was 8-bit, 22Kl-lz, and it was
only capable of mono, not stereo.
Not long after, MediaVision introduced
the ProAudio Spectrum card with two OPL-
2s and PCM at the full resolution of a CD:
16-bit, 44KHz and stereo to boot. This
touched off a finny of one-upmanship that
would not only lead to some real improve-
ments, but would open up the market to lots
of clones, each with their own definition of
the word “compatibilit)'.” Companies like
Roland, with their MT-32 and later SCC-l
Sound Canvas, and 'I'urtle Beach with their
E-MU-based Multisound card would at-
tempt to bring much improved quality to the
PC, but at the cost of high prices and even
more diversity — otherwise known as confu-
sion.
The prices may have dropped significantly,
but confusion still reigns. If you can’t figure
out what sound card will work best for you,
it’s no fault of your own. The hardware and
software manufacturers are still confused
themselves. There arc a lot of brilliant, well-
meaning developers out there who can’t agree
on what makes a good hardware-software
combination. We would like to tell you that
everything works with everything else, but it
just ain’t so. As a result, developers are forced
to make cough decisions as to which cards to
support. In the words of technical director
Dave Walker at Electronic Arts, “The con-
sumer wants to buy a board supported by all
the developers, and the developers want to
support a board owned by all the consumers.”
It’s a market Catch-22. To solve the problem,
more communication is needed between
sound card manufacturers and software de-
velopers. Things are slowly starting to get
better, as we’ll discuss later, but the industry
has a ways to go.
What’s New
Today, the latest thing is synthesis based on
PCM recordings. There are many ap-
proaches, but the PC world has latched onto
the term “Wave Table” to cover any type of
synthesis that involves digitally recording and
playing back samples of instrument sounds,
For example recordings might be made of
ever)' third note on the piano. By playing back
the recording faster or slower you can fill in
the notes in between. Bend a note up or down
too far and it doesn’t sound like a piano
anymore, so real skill is involved in knowing
how many recordings you need to cover the
whole piano. Too many and you run our of
memory for other instruments; too few and
your piano doesn’t sound real enough.
The current crop of Wave Table-based
cards all sound much better than OPL-2 or
even OPL-3 based sound cards, but they h,ave
their own problems. Since their sound is
based on digital recordings permanently
stored in ROM (permanent memory on a
chip) they are relatively inflexible. If you want
a new instrument sound, you can’t have it. If
you don’t like the hardware designer’s choice
for a trumpet sound, you have two choices:
take it or leave it. This makes the role of the
sound designer a very important one since the
quality of the instruments determines
whether the hardware is allowed to reach its
full potential. Important lesson number one:
don’t buy a Wave fable card based solely on
its technical specifications; listen to the Wave
Table portion of the card thoroughly.
The OPL-4 is a new chip from Yamaha
which is essentially a Wave Table synthesizer
and an OPL-3 and OPL-2 all rolled up into
one. This allows it to keep true FM compati-
bility and add Wave Table synthesis while
only requiring one chip. This should keep the
cost down. Many of the boards 1 just men-
tioned have the ability to emulate or imitate
an OPL-2 or OPL-3, but the results are inex-
act. The problem seems to be that they can
make the OPL-2 emulation sound better
than the original, but in some cases this causes
the sound to be vciy different from the sound
intended. This could make a cymbal, for
example, sound more like a bird, or make a
gunshot sound like a buzz. The only solution
seems to be a straight forward OPL-2 emula-
tion, which tends to sound a bit raspy com-
pared to the original. This approach is
unfortunate, because it’s like asking a race car
to drive like a bus: it’s hard to accomplish and
is a complete waste of a race car. I'he reason
we arc reduced to this is twofold: we have tons
of games written for OPL-2, and our race cars
are all so different from each other we can’t
find a single race they can all run in.
A Solution With Its Own Problems
Along comes General MIDI (Musical In-
struments Digital Interface.) A long time ago
in a music studio far, flir away, some poor sap
was trying to connect two synthesizers of
different brands so he could play the key-
board of one while triggering the sounds in
the other, and it just wasn’t going to happen.
A bunch of manufacturers of synthesizers de-
cided that if this was possible they would all
benefit since it would allow one musician to
play many synthesizers at once, thereby in-
creasing the demand for their products. They
formed the MIDI Manufacturers Association
(MMA) and it formed the MIDI specifica-
tion.
MIDI is what led to this business of using
computers like word processors for managing
musical notes and other musical stuff. As time
went on, the keyboard makers began to real-
ize that each synthesizer had different collec-
tions of sounds arranged in a different order,
and they were using those standard MIDI
controller messages in some very non-stand-
ard ways. This meant that even though their
synthesizers could all communicate with each
other, a piece of music written for one of them
would not make sense when played on an-
other. 'fheir solution was the General MIDI
standard. The MMA reached a consensus on
a set of instrument sounds and locations as
well as a standard drum sec and standard u,scs
of certain MIDI control messages. This was
supposed to allow a tune in the form of a
MIDI data file composed on one General
MIDI (GM) synthesizer to play properly on
a GM synthesizer of another brand. The
problem with General MIDI is just that — it’s
general. GM does not get very specific about
things like duration and volume of the instru-
ments it defines. This is good because it allows
for individuality and creativity on the parr of
the manufacturers. It is also bad because GM
synths arc not enough alike in some cases,
resulting in weird music. There are some in
the industry who suggest further restricting
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the GM specification. This makes many com-
posers I know neiwous. Wlio will get to im-
pose their tastes on the rest of us? If we have
to farther standardize General MIDI (maybe
we can call it Not-So-General MID!) it
should be done by an impartial committee
under the MMA.
Why Not Roll Your Own?
Fortunately, there may be ways around the
standardization problem. Creative Labs will
soon be introducing a new sound card based
on the new E-MU 8000 chip, a PCM play-
back synthesizer using a method they arc
currently calling Advanced WavEffects Syn-
thesis. The new Creative Labs sound card will
have one megabyte of sample ROM where
permanent GM instrument sounds will be
stored, but it will also have 512k of sample
RAM (expandable to 32 megabytes!) which,
unlike ROM, can be changed by your soft-
ware to suit the occasion. This .sample RAM
could be used for special custom instruments
designed by the composer. To lacilitate this,
E-MU is touting their new Sound I'ont tech-
nology which combines both the digital in-
strument recording and instructions for its
use into a single file. Using Sound Font, a
composer could fill in the sample RAM with
his own custom instruments, and thereby
make different sound cards appear identical.
Sample RAM could also be used for sound
effects, saving that much memory in your PC
for better graphics or more complex code. An
added bonus is that sound effects in sample
RAM can also be manipulated like any instru-
ment sounds. They can be pitched up or
down, panned left and right, and bent up like
a slide trombone. But modern .sound hard-
ware can bring even more life to the party.
A Room For Improvement
Digital recordings for use in synthesizers,
often called “samples,” arc usually made in
special acoustically dead rotmis, with the mi-
crophone up close so all you hear is the in-
strument. When played back with no further
processing, your music sounds like the band
is with you in a closet. You cow/rf" record your
samples in large rooms to give them that
concert hall sound, but when you shifted the
pitch up or down you would also shift the
sounds of the echoes off the walls. 'Fhis can
start to sound really weird, and so it limits
your instruments to only one environment.
Besides, you can always run the sounds
through a reverb unit later to make them
sound like they are in any size room you want.
What? You don’t have a reverb unit? Well at
least you can thicken the sound a bit with
chorus right? No chorus? Looks like we have
a problem.
Reverb and chorus are called “effects” by
musicians. Professional synthesists usually
have efiects in separate units which they can
mix in as desired. 'Fhis is why H-MU’s excel-
lent line of Proteus synthesizers have no ef-
fects processing. In fact the Proteus line is
admired for how “dry” their samples are. But
this article is about sound cards which are
meant to beeveiythingyou need in one place.
Effects are often left out of sound cards be-
cause they increase the cost. But before you
say you can do without reverb and chorus I
suggest you listen to the Roland Sound Can-
vas in comparison to a Wave Table .sound
card with no effects processing. The tlilTer-
ence is dramatic. ’Fhe good news is that sev-
eral new cards have connectors which can
receive plug in daughter cards to add effects
in the future, and both Creative Labs’ new
sound card and MediaVision’s new
Waveguide sound card (available this year)
?w7/have onboard effects processing,
What is Waveguide? Funny you should ask.
Organ Schwarzenegger
My ideal .synthesizer has always been one
where you say something like “1 want a ma-
hogany clarinet 12 feet long” and the synthe-
sizer figures out what that instrument would
sound like. It would be even better if I could
make up instruments that were not practical
no
Compuler Cuiniiw World
in real life. What would an organ the size of
an aireraf'e carrier sound like? Well guess
what? That’s what Waveguide is all about!
Waveguide Filter, developed at Stanford and
licensed to MediaVision, is just one of several
approaches generically referred to as “model-
ing synthesis.” A clarinet model would de-
scribe all the important aspects of a clarinet
that effect the sound. The modeling equa-
tions, called algorithms, are designed with
hooks which allow access to soivie of the
values frojn a MIDI device like a keyboaid.
Natinally, the quantity and nature of these
hooks would be totally different for different
lands of instruments. This means that playing
each algorithm or instrument from a MIDI
keyboard would be a new leariiing experi-
ence, sort of like learning to play the real
institunent, and with Waveguide you caii
play it badly just like in real life. You can make
a trumpet sound sour and you can make a
clarinet squeak. Waveguide requires iiiore
musiciansliip from the user, but allows much
more flexibility. I’ve heard a short flute solo
coming out of a Waveguide that behaved
much more like a real flute than any synthe-
sizer 1 have ever heard. I have spent many
years in bands and orchestras as well as trying
to recreate them with synthesizers, and 1
would have been fooled. Each note had en-
tirely different characteristics from the last,
just like real sounds. Peter Cook, MediaVi-
sion’s master of the Wavegtiidc, says that
Waveguide Filter can not only provide effects
like reverb to Waveguide instruments, but to
PCM sound effects as well!
Another modeling technique involves re-
constructing what happens to a sound ajier\x.
is created. This is often called Resonance
Modeling. Rob Faulkner at E-MU Systems
says that ITMU’s new Morpheus synthesizer
uses this technique. The Morpheus gets its
name from the fact that you can morph one
resonance into another as the note sounds,
similar to the way your voice changes as you
walk out of a tunnel.
The sound of an acoustic guitar comes from
the vibration of its strings, but the sound is
further refined when that sound bounces
around inside the guitar body. In a sense,
MediaVision is modeling the string and E-
MU is modeling the body. At this point 1 am
only speculating that Creative Labs, who
owns E-MU, may include E-MU’s Morpheus
technology in a future Sound Blaster card,
but if MediaVision is successful with their
recently announced sound chip involving
inuhiirle synthesis technologies including
Waveguide, then Creative Labs may feel the
need to up the ante.
To Synth, Or Not To Synth?
I'his may soon be the question. Digital
recordings of sound and music may make
synthesis uuiieccssaiy. According to Michael
Land, sound programmer and composer at
LucasArts, “It is going all digital sooner than
we tcalize.” Land, along with Dave Witlker of
Elcciiuiiic Alts, Doug Cody of MediaVision,
and jolm Miles of Miles Design, sees the
adoptioi'j of a new VESA audio standard as a
chance to briiig muie and better digital audio
to oui cumputets than ever before. Although
Lajid cautions chat good sound card design is
critical to good digital audio handling, he also
points out that a stiaightfoiward method of
iiiakihgadigiiai rccordingand playing it back
through yuui' souiid card would guarantee
that every .sound would come out the way it
was intended. I'hc new VESA standard pro-
vides faster, tasiei transinission of audio and
vidte datafioniyoui diskdrive to your sound
card while requiring less from your CPU,
leaving it free to caleiilatc and construct to its
heart’s content.
So why do we need synthesizers on out
sound cards in the first place? The answer is
fairly simple: digiiial audio isn’t quite there
yet. The size of a good quality digital audio
file can be thou-saiids of times cite size of a
MIDI flic of the same tune and requires much
more effort from your CPU which may al-
ready be overburdened by your favorite flight
sim or driving game. The digital audio han-
dling abilities of most of today’s sound cards
are pretty much of the “record it or play it
back” variety. New cards with sound process-
ing computers called DSPs (Digital Signal
Processors) will eventually allow lots of fancy
interactive things to be done with your
sounds instantly as they are needed, like
changing the sound of the room with adjust-
able reverb or changing where a sound seems
CO be coming from in 3D-space using a siir-
rouiid technology like Q-Sound. A flight
simulator is not simply a few predecerrnined
movies, so why should sound be treated that
way? riic possibilities of interactive sound
effects and music are staggering, but until
recently the lackluster quality of sound cards
hits not made it worth the trouble to do
anything fancy. I'his year may sec a dramatic
change. Stay tuned....
Uondlcl S. Griffin is the owner of Computer
Music Consuiting in San Franciseo. He has been
a musician for ovu 20 yeais and has been
involved in Mlul and compulei music for 10
years. He has composed music for over 20
games, including Aladdin for the SEGA Genesis,
and Mado s Time Machine and Rules Of En-
gagement 2 for the PC'. Don will be back next
month with a chip-by-chip analysis of 94's
sound card lineup, cgw
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Circle Reader Service ff86
April IW4
Fcige 121
Hang on. Tight.
You’re about to enter the
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Circle Reader Service #97
Vision with the imminent release of hicn II:
Wirncodm. Most players of Inca I are still
tr)'ing to work out all its subtleties and hidden
symbolism, but Inca //continues its unique
and bizarre mixture of science fiction, ancient
Incan mytliology and arcade action. The
graphics passed muster in Inca /,
but the plot and, to a lesser degree,
tile interface lel’t much to be de-
sired. Coktcl has apparently ad-
dressed this, anti hica //should be
a more “commercial” release. The
game will be released first as a C'D
with full digitized speech and an
enhanced sountltnirk, wirh a d'sk
rolea.se padding rapidly behind.
Anorher FrcnHi ourfir, Kalisto,
has unleashed Fwy of the Ftnries
upon the U.K. The shop carefully
selected a title for rhi.s inrernational
product, offering a choice of lan-
guages in English, French, Ger-
man, Italian or Spanish. Tliese Furries arc
cutesy little halls of fluff that have
arrived here from another pinner.
Upon their arrival the expected
civic reception didn’t materialize,
and their King was abducted.
Through 90 levels of platform ac-
tion with lots of honuses and ani-
mations, you control rhe four
remaining Furries in their arretnpr
to recover His Fluffiness. It sports
an awful plot and totally unorig-
inal gameplay, bur it has good
graphics and is quite addictive.
Worth noting of the last three
items is that both Infogrammes
and Coktcl Vision show every-
thing that is good and fresh ahour software
design — innovative, stylish and slightly risky.
Kalisto’s Finyh unoriginal, bland and safe. It
will sell fairly well, bur PC gamers must rely
on other sources to push the envelope and
encourage true game evolution. In fairness, if
Kalisto eventually follows in their countiy-
men’s direction then e’est la vie\
Back across rhe F.nglish Channel, Virgin
has released Goal! {yet another footie game,
are there now more football or golf sims
about?) and Krusty's Super Funhonse. Goal!\s
from the hard disk of one Dini Dini, the
brains behind rhe soccer simulations that
started it all off, Kick O^and Kick Off 2. This
h'lilds on the same type of interface, bur now
lets you do more complicated maneuvers and
aisfi has a portrait- or land.scapc-view option.
I he general screen layout may he too small
for some, and the sound effects and anima-
tion are merely “OK.” Wirh these soccer
games it’s all a matter of personal choice, but
Kick 0^' tans will definitely enjoy this one, as
Alone in The Dnrk II from Infngrommes
I t seems that European designers have
caught thatdistinctly American disease —
sequelitis — as a rash of “part-twos” have
broken out across the continent. Perhaps wc
should more carefully quarantine U.S. game
imports and check for viruses.
Coktel Vision's Inc.i II: Wirncocho
Infogrammes has just released the French-
language version of Alone in The Dark II
(AITD II ) — with the English version almost
certainly available as you read this. The .sequel
boasts more animation, a larger gaming
world, better NPC artificial intelligence (they
now chase you!) and a plot involving bootleg-
gers and gangsters. No longer set in one loca-
tion, the keenly awaited thriller now includes
a garden maze, underground mines, and a
wonderfully drawn pirate ship in addition to
the trademark creepy house. AITD was a
surprise hit for Infogrammes and established
them on the world stage, but AITD //looks
rich enough to meet gamers’ expectations for
a solid sequel. AITD //will be released in the
U.S. by Interplay partner, I-Motion.
More Gaelic news marches in from Coktel
Paac 124
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Circle Reader Service #30
will many other soccer fans — a small con-
solation for those who will not see their
team in the forthcoming USA World
Cup!
Krusty’s Super Fwihouse is a spin-off
from the Simpson’s cartoon series, and
features as its hero Krusty the Klown. His
house has been invaded by packs of rats,
and using a patented Pied Piper device he
must lure them to their doom. More like
a combination of Lemmings and Push
Over, this is an above average ar-
cade/.strategy game that is ideal to burn
away half an hour or so.
Digital Integration of Tornado fame has
released a little stocking filler with a flight
simulator called Merlin. A very simple and
limited game, it revolves (it’s a helicopter sim
you see...) around landing your chopper on
the deck of a frigate. Designed for the Royal
Navy and subsequently used on a British TV
game show, iris being sold in the U.K. for the
equivalent of about S 1 0. With three levels of
difficulty and percentage scoring, it’s best left
for a short diversion or team competition.
On the arcade front there aren’t many big-
ger titles than Street Fighter. Totally rampant
and almost undefeated on virtually every con-
sole and non-PC format. Street Fighter II now
enters the PC ring rather late and with a touch
Waggle your joystick in Knisiy's Super Funhouse
of weak wrist. Arcade action games have not
been the PC’s strong point (which is no
longer understandable considering the qual-
ity of graphics, .sound support and sheer proc-
essor speed of new PCs). Unfortunately US
Gold’s in-house production of Street Fighter
2 is unlikely to be a title contender. Despite
all the basic ingredients — -rhe competitors,
the special move.s — and all the hype about
playability, the atmosphere and the impact of
hefty welts and bone-crunching action is just
not here. The usual lament of many PC
gamers about arcade conversions is once
again true: too late and too little. Mortal
Kombat should be a more powerful release,
but in the meantime Street Fighter 2 remains
merely a “wannabe.”
This month’s final entry is another
conversion, Oscar for the new Amiga
CD 32. On that platform, Oscar was
presented as rhe next Sonic/Mario, but
as yet this seems remote. In any event, a
U.K. software house converted him to
the PC and created another very average
platformy, arcadey, bounce-em-around.
The graphics are confusing with not
enough thought having been given to
the contrast between the main screen
backdrops and the character’s animation
sprites. Everything is overly busy, and
Ojc/rr will only appeal to total platform
addicts who will likely find something better
to waggle their joysticks at anyway.
The above games and most of the other
games mentioned in past Over There col-
umns can be obtained from:
Strategic Plus Software, 28 D&E
The Courtyard, High Street,
Hampton Hill, Middlesex. TW12
IPD, Tel 01 144-81-977-8088,
Fax 01 144-81-977-4822,
or on CompuServe at 1000014,3466.
Robin Matthews can be contacted on
CompuServe on 76004,3456 and welcomes
compliments, comments and requests
(within reason!), cgw
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Review
Sam <3€ld>vyn
Dcesn’t Live
Lere Anymore
Carey DeVuono’s
Hollywood Mogul
by Joliimy L. Wilson
Hollywood Mogul
iects In Development
A nyone who thinks that great games
and great films need blockbuster
graphics and THX sound should
move on to another review. Anyone who
thinks that a fascinating game, like a great
film, depends on design or story should read
on.
Carey DeVuono ’s Hollyivood Mo^d (Mogul)
does what no other computer game has ever
done before: put you in charge of a Holly-
wood studio. This seems an untapped source
olgame ideas, and I'm surprised ithasn’tbeen
done before. There have been similar games,
like the BASIC program from Soft-
side magazine that 1 typed into my
Apple II. With it i played the role of
a Broadway producer by making less
than a dozen decisions per show on
some simple spreadsheet-type pages.
Later, I tried Prime Time, a TV net-
work executive simulation from
now defunct First Row Software.
Like these ancestors, Mogul doesn’t
have any special ciTccts, but like the
hero in Damn Yankees, it has both
heart /■wrf'soul.
Just to get the
negatives out into
the open, Carey
DeVuono's Holly-
wood Mogul has a
crude visual look,
since it was written
in Visual Basic, and
your primat)' task in-
volves balancing stu-
dio and production
spreadsheets with
creative concepts.
of more expensive and graphically sexy
games on my shelves.
Why? I think it is because the game
gives me an opportunity to create
imaginaiy movie packages as I think
they ought to be created, then sit back
and watch the results that I can influ-
ence, but not control.
lists of talent and
marketing spin. You
get the feeling that F.
Scott Fitzgerald’s
has-been screen-
writer, Pat Hobby,
would feel right at
home in this studio.
Yet, I have found
myself spending doz-
ens of hours as a Hol-
ly\vood bigwig rather
than playing dozens
High Concept
'I'bc game immediately places you in
the most powerful post at a major film
studio. At the easiest difficulty level, the
studio is worth a billion dollars and has
$150,000,000 in the studio’s working ac-
TITLE:
PRICt:
SYSTEM:
REQUIREMENTS;
PROTECTION;
DESIGNER:
PUBLISHER:
IBM
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2MI5 Iwrd drivu space; siippciris miHise
DuciiniunMIlun look up
Carey DeVuono
DeVuono DeVuono Games
Los Angeles, CA
(800)350-5550
128
Coinpiiler Gainiiii^ World
1 - 800 - 233-0010
Tech Support; (608) 233-8832
P.O. Box 55164
Madison, Wl 53705-8964
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Hell Cab
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92
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32
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53
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Wrath of the Demon
27
count with which to start making movies. At
the toughest level, the studio’s worth is only
$200,000,000. Naturally, you start the game
by deciding to make a movie, 'khc game
allows you to buy an original screenplay
(scripts with a generic quality value pre-.se-
lected by the designer), purchase rights to a
blockbuster novel (with a random quality
value), develop a custom idea (a random
chance based on the gamer’s concept), or later
in the game, develop a sequel based on an
earlier success.
If you buy an original screenplay, the game
will tell you that other studio executives think
the script is okay, good, or very good. Based
on that evaluation, you will be ready to move
to the budgeting process. If you elect to buy
rights to a novel or develop a custom idea, you
will have to select a screenwriter and wait for
a script to be written. Screenwriters may be
excellent in one particular genre or tremen-
dous with any script. Alter matching the cost
and the talentyou need with the screenwriters
available, you can get a script in two game
months.
If you elect to develop your own idea, you
get to try some extra activities before hiring a
screenwriter. You select a title, write a three
line synopsis of the movie, determine the
genre, and decide the casting requirements
(number of actors, actresses and supporting
charactens). Then, you can select the screen-
writer.
No matter which you choose, you will get
the consensus opinion of the excctitives and
be able to move from your initial high con-
cept of the film to the budgeting process. The
budget, of course, is crucial.
Let’s Do Lunch
In the budgetaty process, you get to deter-
mine the shooting locations, total production
budget and special effects budget, d'hen, you
can hire a producer (they are listed in the
order of their box office success ratio) and
director (they have different areas of exper-
tise; see the accompanying chart to avoid
excessive right-mouse clicking). Directors,
like actors and actresses, are hired by “doing
lunch” with their agents and negotiating a
deal. You “do lunch” a lot in Carey DeVuono !f
HoHyivood Mogul, and the negotiations have
a lot of impact on your movie’s bottom line.
An actor or actress may demand a luxuiy
trailer on the set rather than a personal trailer;
expect the studio to foot the bill fora personal
make-up artist, trainer or hair-stylist; ask for
a charter jet to location sites; or force the
studio to pay for a hotel suite for his/her lover.
You get the privilege of trying to talk the
agent into asking for lower salary, per diem
Memo To The Executive Producer
(Strategy)
Some very basic strategies have assisted me
greatly in bringing my studio into the black.
First, 1 make a conscientious effort to follow
the famous Katzenberg memo (a famous
Disney interna! memo that said, “The story
is the key!”). 1 try not to produce scripts that
are “Okay,” but tiy to find the right screen-
writer to rewrite them until they are “Very
Good” or “Excellent.” Sometimes, the most
expensive talent will .see an “Excellent” script
and decide to work for scale ($50,000) plus
points. This is worth shooting for. Second,
I spend considerable effort matching the
creative talents of screenwriters and direc-
tors to the appropriate genre, i he charts
which accompany this article should enable
you to do this at a glance. Third, 1 tiy to keep
costs low. Obviously, the less money at risk,
the more likely you are to turn a profit.
Finally, the most important advertising in
the game is newspaper advertising. Most
movie-goers get their information from
their local paper, and I have never had a
successful box office hit without heavy print
advertisement.
Director
Genre
Comment
Mark Spangus
Comedy
Most successful in genre
David Holloway
Budget
4 of Top 10 All-Time Money Makers
Wayne Flannigan
Budget
Cream of the crop
Wild Bill Cavner
Action
King of action/adventure
Milly Siegle
Comedy
Woman director, comedic genius
Quentin Kenlingsworth
Drama
Award-winning British director
Arthur Artphure
*
Two big hits, former actor
Thomas Moretti
-
Orson Welles-type wunderkind, hit or miss
John Barry Hill
-
Journeyman director, still packs punch
Hash Jones
-
Militant NYU film school graduate
Tommy Boxman
Action
Australian wonder. Great eye for action
Gwendolyn Hughes
-
Former assistant director, ready to solo
Roland Verde
Comedy
Comedy's heir apparent
Bud Quirk
-
3rd generation director
Lori Wheeler
-
Television commercial director
Christopher Pell
Action
Wants to do big budget
Johnny Divoii
Action
B-movie action king
David Houston
Sci-Fi
Ambitious Sci-Fi director
Zack Splatt
Horror
King of Horror, Wants to do big budget
Steven MeShane
Action
Former screenwriter, 6 huge action hits
Rachel Bernstein
-
Young hot director just out of film school
Larry March
-
Former bartender to the stars
Ernie Brackman
-
Ear for dialogue, putting audience inside the film
Monica Li
-
Former Miss Taiwan
Squid Keel
Rock
Kid Squid rocks to a different drummer
Stephen Wadsworth
Horror
Macabre movies/blood and gore
Andrea Down
Comedy
TV director moving to big screen
Charles T. Wells
Fast and efficient. Suit buzz: A winner
Tim & Jim Stone
-
Twins who do everything together
Edmar Soriano
-
Former 7'8" basketball star
Todd Howe
-
Former script doctor, strong on dialog
John Banks
Comedy
Wants to move to other genres
UJ! Chyna Almundine
Horror
Eye for dialogue
Brick Moore
Sci-Fi
Wants action/adventure
HKV Christine Plentv
Romance
Romantic Comedy
Pii^c LW
Cumjnili'r Cdiiiini’ World
coming out of a black screen) and segues into
a U.S. and world map to display the domestic
and worldwide box office grosses. DeVuono
deliberately drags out the credits with some
random additions in order to keep the “world
premiere” showings from becoming com-
monplace. If you make money for the studio,
you end up in the Hall of Fame. If you fail,
you are destined for the bacldot of movie
histor}'.
What Carey DeVuono’s Hollyivood Mogul
does not let you do is to mirror reality by
starting with a small, limited release and ex-
panding distribution should the movie catch
on. It also doesn’t let you tailor a re-release
around the award season. There is, of course,
a practical reason for this. Mr. DeVuono
couldn’t put actual industry awards into the
program without licensing the names of the
awards from the groups that own those
awards. However, award sequences may be
added to future versions of the game, assum-
ing the original release does reasonably well
in the marketplace. Further, it does not let
you make up any of your losses in the theaters
with video distribution (or selling licenses to
toy manufacturers and computer/videogame
publishers).
Thumbs Up
Even with these minor limitations, Carey
DeVuono's Hollywood Mogid is a fascinating
exercise for the detail-oriented strategy’
gamer. Gamers who prefer statistics-based
strategy games over action-oriented, visually
rich games should love the quality design and
unique subject matter of HoUyiuood Mogul. It
gets my box office dollars, in spite of the low
production values, cew
or points (percentage of profit potential to be
realized from box office net). DeVuono says
there are more than 1 50 different variables in
the success or failure of each movie.
After supervising the production through
simulated months of development, pre-pro-
duction, production and post-production,
it’s time to test screen the movie.
You don’t get to choose your
demographics or the setting for this
test, but you do get some instanta-
neous figures on the potential for
each film, This will enable you to
decide how many screens will show
the film and how much money will
be spent on broadcast and print
advertising. Then, you determine
billing above and below the title for ■
each of the stars and
sit back and wait for
the world premiere.
The premiere shows
credits for the film
(simple reversed out
ASCII characters
Writina Talent
Writer
Genre
Comment
Joe LaBritz
-
Former child star, best writer in town
Stephen W. Hull
-
The out of there stories
Margaret Fostly
Romance
Queen of Romance Comedy
BInky Eversteln
Rock
Sex, Drugs and Rock ’n Roll
Melvin Dainty
Action
Big action, big violence
Buck Macklin
Action
King of action/adventure
James Tinaglia
Comedy
Architect of quality comedy j
( Lisa Well
Drama
Three hanky, edge of seat drama writer
Andrew Brace
Sci-Fi
Extremely gifted scripter
George Montgomery
Action
Action writer
Bradford Tranfawell
Mystery
Great drama and mystery writer
Powder Renford
Action
Great dialogue, rewrites for big stars
Howard Trey
Mystery
Terrific mystery writer
Thomas Dunningham
Comedy
Great comedy writer, book adaptations
Susan Adams
Drama
Terrific drama writer
Flip Stevens
-
Hot-shot college kid with flair for crazy antics/break neck pace
Melody Brook
Drama
Drama and comedy, difficult to work with
Roger Drake
Action
Action/adventure with funny banter
Connie Zimmer
Rewrite specialist, recommended
Jake Poww
Comedy
TV writer, strong comedy, action, sci-fi
Brydal Dayes
Romance
Former super model, romantic comedy-Bet on it i
Terry & Teh Thandle
-
Husband/wife action team
Paul Martin
-
Great script doctor-use for all rewrite needs 1
Lora Wadsworth
Drama
Drama, book adaptations-keep away from sci-fi
Steve Le Manx
Action
English major fresh out of school-action, action, action
Robert F. Marquine
-
Best-selling novelist-prima donna ,
Caroline Caroline
Comedy
Great comedy writer, superb on rewrites
, Crazy Joe Spiff
-
The rewrite maniac-maybe
Andrea Towlen
-
Heir apparent in the book adaptation department
Mark Durk
Comedy
Former mailroom assistant, knack for comedy and action
Martin Howard Shellup
Suspense
Sci-Fi and suspense, rewrites
Marina Rosovodkskovik
-
Former Russian poet-hmm?
Tanya Ooo
-
Former Zack Zimmer mistress
Francis Mark Powell
-
Bartender-turned'waiter-turned-actor-turned-writer
1 Marllnv'Ooo
-
Former Zimmer mistress, angry enough to be great
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Review
ilBOUNDim©
IN THi
lTB^T©iPHBBi
Strat-O-Matic Basketball Drives Hard To The Hard Drive
by Jim Gindin
S trat-O-Matic, the company best known
for their text-intensive and statistically
sound baseball simulations, has recently
taken to the court with version 1.0 of St7-at-
0-Matic Basketball. Like the company’s ocher
titles, this game is a coaching simulation chat
uses icons and a crude representation of a
basketball court for graphics. During play, a
basketball dances between player
names on the court, and when the
human coach needs to make a de-
cision, a nest of icons appears in the
corner of the screen. Decisions are
required for shot selection, some
pass selection, and offensive and
defensive alignment.
In sports games of this sort, three
aspects stand out as being necessary
for success. The game must, of
course, provide statistical realism,
but it must also have enough flexi-
bility to give the player a true feel-
ing of coaching and an interface
that captures the flow of the game.
Of these goals, statistical realism is perhaps
the easiest. Ifyou provide the correct percent-
ages, random number generation tends to
allow statistical accuracy over the course of an
entire season. SOM Basketballdocs fairly well
in this category. In simulations of the 1992-
93 NBA season, the same players routinely
led the league in scoring. Chicago’s superhero
Michael Jordan always led the league, with
Dominique Wilkins of Atlanta and Houston
center Hakeem Olajuwon trading the second
and third positions. Of the top 10 scorers in
the NBA, only Olajuwon was consistently a
couple of points better than in real life.
SOM Basketball similar results in
most major statistical categories, except in
field goal percentage. There, the great per-
formances seemed almost random. Pervis El-
lison of Washington led the league at .577 in
one replay, but dropped to .536 the next
season, while Charlotte’s Johnny Newman
rallied from .565 to a league-leading .597.
Three-point shooting provided even more
variation. In every season simulation, one
player shattered the NBA record for shooting
percentage. Team shooting percentages re-
mained constant with NBA results, both on
offense and defense. When Newman im-
proved, teammate Larry Johnson faltered.
SOM Basketball operates under a situational
system, with shooting percentages calculated
individually for every play.
If you are playing full seasons, you don’t
necessarily want players to duplicate perform-
ance game after game. The best attitude to
bring into season replays is that the real-life
statistics are just one manifestation of bring-
ing 300-plus athletes into an NBA schedule.
When I coach Houston, 1 might experiment
with my game plan to see what combinations
of players and strategies will improve the
team’s winning percentage. The strategy that
yields a few more wins might be one that
limits Olajuwon’s point total a little. It might
also require stretching Olajuwon’s talents to
get his point total past 30 per game.
This is why flexibility is so crucial in good
game design. Altering a game plan must pro-
duce differing results. Many games achieve
statistical accuracy by using players’ exact
shooting percentages and assigning them a
certain number of allowed shots per game.
Once those shots are taken, the player is
“exhausted” and will completely lose his ef-
fectiveness. In SOM Basketball because
shooting percentage is not the sole mecha-
nism for achieving scoring accuracy, more
options are available when coaching. Fatigue
is a much more complex system as well, with
several factors leading to the gradual loss of a
player’s effectiveness.
Despite Sti-at-0-Matkh flexibility, the de-
sign still commits some flagrant fouls. For
instance, strange things happened during the
first game of a crucial playoff series between
Houston and Chicago. Apparently, the
game’s algorithms decided Chicago wasn’t
going to play defense, and Houston racked
up 20-for-26 shooting from three-point
range. Even though Kenny Smith was 9-for-
Strat-O-Matic Basketball
TITLE: Strat-O-Matic Baskeibail
PRICE: $59.95
SYSTEM: IBM
REQUIREMENTS: VGA graphics, 2MB hard drive space
PROTECTION; Key Disk
DESIGNER: BobWinherry
PUBLISHER: S(rat-0-Malic Game Ccpmpany, Inc.
Glen Head, NY
(800) 645-3455
Page 134
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10 all on his own, rhc Chicago defenders
never guarded him closely. Olajiiwon wasn’t
silent, either, hitting 20-for-38 from the field,
grabbing 1 4 rebounds and blocking nine
shots in a 45-point performance. He was only
double-teamed when teammate Robert
Horry played the small forward position.
In this case, the game outsmarted itself. It
gives the human player more tools than it
affords the computer coach. No NBA team
has ever hit 20-for-26 from three-point range,
not because NBA players aren’t capable of
shooting that well, but because a coach will
play closer defense against perimeter shooters
if a team is making three-pointers early in a
contest. The trade-off of closer perimeter de-
fense is that a coach can’t then double-team
a player like Olajuwon as effectively. But
SOM Basketball’s computer coach neither
stopped Olajuwon nor the three-pointer, and
the result was a 27-point Houston rout.
In the other games of the series, the three-
pointer was not falling {26-for-69 in five
games), and the offense relied much more on
Olajuwon. The defense still didn’t double-
team, and Hakeem averaged 39 points in the
series. Because of this, Houston won four-of-
six games against the NBA Champion Bulls.
The flexible design allows more positive
results, however. Chicago played one game
without Jordan entirely, but still won as Scot-
tie Pippen scored 21 with 10 rebounds and
eight Chicago players scored eight or more
points. A less flexible game would never allow
an entire team to compensate in that manner.
In another game, Horry scored all 13 of his
points in the fourth quarter to rally Houston
to a come-from-behind victoiy. Again, less
flexible games don’t have room in their algo-
rithms to allow for streaky play. This greatly
increases the “feel” a coach has for being in a
real basketball game. Is the three-pointer go-
ing to work today? Does Jordan have his
shooting touch? Who do I go to in the fourth
quarter?
A Full Key Press
SOM Basketball also provides a feel for
coaching through its innovative interface.
During game play, most of the screen depicts
a half-court offense with labels for each
player. After a few passes, the coach is given
options to shoot based on the situation. In-
side shots give the option to make a “power
move” toward the basket. Sometimes the
player must choose between an outside shot,
penetrating towards the basket, or pulling up
for a three-pointer. The bottom of the screen
shows a graph representing the probability of
success with each of the available shots.
Sometimes the choice is obvious. Sometimes
it isn’t.
On occasion, the player with the ball has
the option of passing to a teammate, and this
is where coaches can concentrate on exploit-
ing weaknesses in the computer defense.
With Houston, the temptation is to feed the
ball to Olajuwon at every opportunity, but
Olajuwon does have his off games, in one case
only making 12-of-34 shots. Concentrating
on another player on offense might have
turned a l4-point loss into victory.
During breaks in play, coaches can change
defensive assignments. Coaches may use half-
court or fast-break offenses, and half-court or
pressing defenses. On offense, you must spec-
ify two players to remain mostly in the key
area. On defense, one player is assigned to the
key as an intimidator. Defenders for the three
offensive players in the perimeter may indi-
vidually choose to play close, normal or sag
defense. Any player can “play it safe” on
defense when in foul trouble, allowing bas-
kets when they would usually contend a shot.
All these options lead to enormous variety
during play.
Unfortunately, the computer AI will not
take advantage of many of these options,
especially on defense. The AI generates a
game plan at the start of a game and does not
deviate, even if it means calling a time out
while Jordan has rhc ball on a fast brealc in
order to make a substitution.
According to Strat-O-Matic' s designers,
team defense is much more important than
individual defense. Thus, there are usually
very few differences between defenders’ indi-
vidual ratings at the same position. For exam-
ple, Phoenix’s Charles Barkley scored 28.9
points per game in a season’s worth of games
against Charlotte, whose LariyJohnson is not
considered a good defender. But he scored
28.1 points against Cleveland, facing an ex-
cellent defender in Larry Nance. Scoring is
not affected by individual defensive abilities,
although they do influence shot selection;
Barldey attempted 242 outside shots against
Nance, but only 115 against Johnson.
A League Of Your Own
The game comes with an automatic league
play option that allows you to import indi-
vidual games played on another computer,
making multi-player leagues a possibility.
Each team has a small set of profiles which set
rough estimates for player assignments at
each position. Before each league game, the
computer uses these profiles to generate a
game plan. On a 486-33MHz, SOM Basket'
ball can recreate one game in about three
seconds and a full NBA season in about 50
minutes. It keeps a full set of statistics for each
player and team, and can quickly generate
leader boards for both raw stats and
per-48-minutes-of-play stats.
The league option will also create
a schedule for your new league, but
the program has trouble with divi-
sions having different Jiumbers of
teams. The program cannot gener-
ate a playoff schedule, so you must
figure out the playoff teams and
manually add the games to the
schedule. Injuries arc possible in
Strat-O-Matichyii last only a cou-
ple of games. They arc not recom-
mended for league simulation,
since the computer can not gener-
ate a game plan without players
eligible at each position.
The game’s copy protection is another sore
point, though it is better than previous Strat-
O-Matic releases. The original scheme al-
lowed only one installation from the master
disk. The copy protection also failed when
users upgraded to DOS 6.0, an event which
upset many customers. In response, SOM
Basketball uses key disk copy protection, so
you must pull out the original disks every
time you play.
Overall, Strat-O-Matic Basketball\\'3.s made
a solid entiy into the computet basketball
simulation market. Play is entertaining and
provides a type of realism which effectively
simulates the decisions made by NBA
coaches. The game provides a strong level of
statistical realism as well. If the computer AI
was better at adjusting to game situations,
especially defensively, I would unreservedly
label this product a “must-have” for any
sports simulation buff. As it stands, playing
against the computer is a little like going
one-on-one with a one-armed man: he might
be a challenge on half of the court, but you
always have a weakness you can exploit, cgw
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Review
Pile Up!
Will Accolade Get A Late Hit For
Unnecessary Roughness?
by Bernard Dy
W hile the NFL season will be over
by the time you read this, the
playoffs for the best computer
football game will still be on. Accolade’s latest
entry into the goal-line pileup is Unnecessary
Roughness, a game that loudly boasts of ro-
toscoped 3-D SVGA graphics and
unlimited camera angles. For
crazed football fans who could care
less about the hype, the obvious
question is whether Unnecessary
Roughness is tough enough to play
with Dynamix’s Front Page Sports:
Football Pro and MicroProse’s
Coaches Club Football
A Rough First Quarter
From the beginning, Unnecessary
Roughness’ stability was in ques-
tion. The product installed easily,
but getting it to run was tricky.
Sound effects and music played
properly, but the voice of Al Michaels lacked
the smoothness it enjoyed in Accolade’s own
Hardball 3. On-line help suggested Pro
Audio Spectrum 16 users switch to Sound
Blaster mode, which helped, but Michaels’
dulcet tones were still marred by scratches
and pops.
Once running, Unnecessary Roughness
opens with an interesting introductoiy se-
quence (which has nothing to do with foot-
ball, or roughness, for that matter!) and then
reveals its main menu. The menu of game
options is similar to other football games,
including exhibition games as well as season-
long replays. The mandatory playbook is in-
cluded, offering you rhe option of creating
new plays, and an editing function allows you
to input statistics for teams and individual
players or create teams from scratch. With the
exception of a few new conventions, the in-
terface is easy to navigate. The play options
screen, for example, lists categories such as
graphics level, passing mode, play/coach
mode and sound levels. Each item is easily
accessed, and the flexible interface supports
keyboard, keypad, joystick and mouse. After
familiarizing yourself with the pre-game for-
malities, you will find that like its primary
competitors, Unnecessary Roughness raiemprs
to appeal to a variety of users by
oftering both coaching and ar- |
cade modes. After selecting
which mode to use, the screen
switches to a zoom-in of the
inevitable coin toss.
Up to this point the graphics
are standard fare, but the actual
game graphics are much more
impressive, assuming that you
run it on a fast enough machine
(at least a 486-25MHz). The
high resolution visuals are very nicely de-
tailed, but the graphics at the lower detail
levels are so reduced, it’s like playing a differ-
ent game. In high-res, uniforms are embel-
lished with stripes on pants and jerseys, a dash
of color spices up the helmet logos for each
team and, best of all, the uniforms sport
player numbers that can actually be seen dur-
ing play. In other football simulations, the
numbers must be called up as an option,
floating above the player, rather than being
readable on the jersey itself Unnecessary
Roughness numbers, while not always visible
from certain angles, stay on the jersey and
don’t obstruct the view of the field. The uni-
form editor allows modification of all the
colors and even includes an icon painter to
create a logo, though the logo doesn’t appear
on the uniforms. The gridiron itself has clearly
defined hash marks, sidelines and end zones.
Another of Unnecessary Roughness' strong
points is the Accolade Infinity Cam. It offers
excellent views of the action, similar to those
found in CC Football During gameplay, the
camera can easily be zoomed in and out, or
rotated around the field, and rhe program
pauses when you shift views so that play is not
interrupted. The Infinity Cam is a neat fea-
Unnecessary Roughness
TITLE;
PRICE:
SYSTEM:
REQUIREMENTS:
IBM
386-33MH7. or beller, 4MB
RAM, 8MB hard disk space,
SVCAA/CA graphics;
supports all major souod
Documentation look up
Accolade, Inc,
San lose, CA
(408) 246-1053
Page 138
Coinpuier Gaming World
tiire, especially when you can pan co a receiver
while the ball floats in mid-air! 'I'he replay
feature of Vtinccessary Roughness ^\so uses the
Infinity Cam and allows the focus to be
shifted to the player of your choice.
As nice as the graphics are, they arc unfor-
tunately spoiled by sparse animation. Com-
pared to Football Pro, Unnecessary Roughness
appears to have much fewer animation frames
per second. Player movements arc choppy,
and tackles are a two-step process — one mo-
ment the running back is hitting the hole, and
the next he’s on the ground. Upon further
review of the instant replay, the defensive
player looks like he falls in front of
the back, then the back goes down.
This is hardly as realistic as Football
Pro, where the backs sometimes
straight-arm, lean forward, or spin
as the defensive players drag them
down. The linemen are a laughable
example of the lack of detail,
crouching motionless until some-
one nears them, 'fhey actually do a
decent job of picking up the blitz,
hut are nowhere near as impressive
looking as in Football Pro or even
CC Football when forming a pro-
tective pocket for the quarterback.
Are You Ready For Some Action?
Despite the animation problems, Unneces-
sary Roughness matches up fairly well with its
competitors from an arcade standpoint.
When using the joystick, the players aren’t
constrained by some mathematical equation
which limits movement based on weight or
momentum, as they are in Football Pro. Foot-
ball Pro, as a result, is a much more realistic
coaching game than Unnecessaiy Roughness,
but as many have discovered, it is difficult to
play in action mode. The quick joystick re-
sponse makes things possible in Unnecessary
Roughness that are almost absent in Football
Pro or Coaches Club, such as reversing direc-
tion quickly, throwing on the run, or follow-
ing lead blocks through heavy traffic.
Unnecessary Roughness' arcade passing
modes are numerous, offering a level of com-
petitive play for each type of gamer. In the
basic mode, action freezes while the quarter-
back checks each receiver, with the computer
controlling the receiver until the pass is cither
caught or incomplete. Intermediate passing is
more complicated, as you gain control of the
selected receiver as soon as the pass is thrown,
and it is up to you to get him to the reception
point. Advanced passing opens up three pass-
ing windows where you can see the receivers
running their routes, with real-time action
bringing the added pressure of the pass rush.
Pro mode is much like Advanced, but also
includes the receiver control elements after
the pass is thrown; it is by lar the most diffi-
cult to master.
One major problem with Unnecessary
Roughness is that it docs not seem to matter
what the speed ratings are for players. Defen-
sively, all the players can run faster than the
offensive players, which despite Lawrence
Taylor’s remarkable attributes, simply isn’t
the case in rcalit)'. In Unnecessary Roughness
you will see defensive backs catch receivers
like John Taylor from behind, even with a
1 5-yard lead! The value of an NFLPA license
is that you can have real names matched with
realistic performances, but this value is
stripped from the game by its generic ap-
proach (at least in appearance) to speed. In
some arcade games, this is used to provide
balance, but Joe Montana Football modeled
speed ratings better, with no loss in playabil-
ity, and it was released years ago.
With the speed ratings as they are, the
running game is a little harder than interme-
diate mode passing. Against speedy defensive
players, ir is a rare occasion when a running-
back can turn the corner on sweeps and re-
verses, and QB bootlegs arc nearly
impossible. I got better results running be-
tween the cackles, where blockers could run
interference. The game simply over-empba-
sizes passing ro the degree where it hardly
resembles football, even from an arcade
standpoint.
In coaching mode, the play editor is easy co
use and allows for a myriad of possibilities,
without any programming. After basic forma-
tions are loaded, each player can be individu-
ally accessed. A series of pop-up menus allow
assignment of routes, run speeds, delay in-
structions and blocking direction. After all
assignments have been set for selected players,
a defense can be loaded and the plays can be
practiced. During a game, plays are selected
from the playbook built by the coach.
Though each page is limited to displaying six
plays, each team can have up to ten play
books, which should be enough for most
aspiring coaches.
There’s A Flag On The Play
The AI is going to be a disappointment for
those familiar with the competition. Unneces-
sary Roughness seems to choose plays based
solely on down situation, completely ignoring
opponent tendencies. I created a custom play
where Flipper Anderson would fake an inside
cut before breaking back to the sideline, fin-
ishing out the pattern as a fly route. Despite
my repeating it on multiple downs,
the computer stopped it only inter-
mittently, allowing me to pile up
an unrealistic share of 60-yard
gains. Big plays arc fine once in a
while, but sometimes Unnecessary
Roughness gets ridiculous. If a QB
can evade the rush for more than four
seconds, the entire defense suddenly
abandons coverage and starts nin-
ning after him, allowing him to toss
a long ball to an unguarded receiver.
Although a pending patch will hope-
fully address the issue, it is unbeliev-
able that such an obvious error was
allowed to appear in a supposedly
finished product.
The program supports printouts and trades
at the individual team level, but it doesn’t
match the competition’s features for league
trading and multiple season play. Ultimately,
then, I have to Hag Accolade for an illegal
procedure. Even Judged solely on its own
merits, ignoring the competition. Unnecessary
Roughness obviously lacks testing. For what-
ever reason, Accolade did not collaboiatc this
time around with MindSpan Technologies,
the creative talents behind two prior PC hits,
Har-dball 3 and Joe Montana Football. The
result is a game which ftiils to score on either
the arcade or the football simulation fields.
Unnecessary Roughness could have been a con-
tender, if it had only spent a few more months
in training camp, cgw
April 1994
Fape 139
Ages 7'14.
Produce your
As^orrblo a
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large cost of
outrogeour
cborocfers with
iheir own indi*
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motions appeor that reinforce fetters ond key pos
lions. Once children ore familiar wirh the key-
boord, they cen ploy Dragon Tunes and the
Alphabet Song Game. Feolures easy-toread type
digitized speech^ music and sound effects.
^ 800 - 2^7449
DovUmk DOS
Enter the multi'
media world of
Begin o heart-
pounding
adueniure
when you find
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dton, you chal-
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An interactive
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Rom for the
learning octiviiies
for those under
hippest most lov-
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excitirtg learning
experience
Cybertown.
Scorch for the
elusive cyber-
buds, three of the
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ever love, it's a mogicol town with lots to
explorel Experience the Pol Shop, the Toy Store,
and the Time Trovel Pork Features compfere
interactivity, copirvoling grophics ond animation,
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olhor hidii
E loccs. solve riddles, puzzics ond unrovel trou-
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children ages 7-1 2. Pit your skills against the
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For hours of fun ond learning.
complete text ol eveiv Monarch Note Study
Guido ever published covering the works of 2
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MARIO'S TIME MACHINE
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$55
you develop a bet-
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Entertaining and educatlonol for the whole Fomily.
Softwgn Toolwwlci: DOS
$28
NO. 1 1 DOWNING STREET CD
I around the
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$44
Across the USA
I Discovering America .
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PC USA 3.0
Whore in USA Carmen
Where in World Dcluno
Where in World Deluno CD
Whore in the USA Dolutro
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Advonced Spelling Tricks
AJ World of Discovery
Alphobot Blocks CD
Animol Tales CD
Bockyord
Barney Beof Goes lo School
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Beronstain Beors Learn At fiomo ....
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Cuckoo Zoo
Cuckoo Zoo CD
Fotry Beors B Day Surprise CD. ,. .
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First letters 4 Words
First Shopes
Fisher Price Classics
FisherPrice Picture Dictionary, . .
Kid Keys
Kid Pi* Componion WIN
Krd Pi. win
Kid's SluH
KidDesk
legend ol Oz CO
Mario Eorly Years Collection CD ...
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Mono's Fun with Numbers
Mcgce Series Bundle
Memory lone ....
Mickey Mouse Mousepad
Mickey’s 1 23’s Enhanced
Mickey's ABC's Enhonced
Mickey's Jigsaw Puzzles
Mixeo Up Fairy Tolcs
Mixed Up Molner Goose CD
My Iclio's, Numbers ond Words
Number Munchois
Peanuts: Yooin to Leotn CO
Peonuts: Yeorn to leorn WIN
Ployroom 2.0
Power Hits Kids
Putt Putt Goes lo tho Moon
Putt Putt Goes lo the Moon CD
PuttPull Fun Pock
Putt Pull Fun Pack CD
Putt-Putt Joins the Poiodo
Race iho Clock CD
Scooter's Mogic Coslle
Slater A Choilio Go Camping
Snoopy's Game Club
Stickboor Preschool CD
Stickybooi Preschool
VIT5IE VISITS DINOSAURS
s, with some oF the roresi wholes on Eorih
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and undcrsiond the mystery oF them songs
Includes 45 minutes or exclusive video ond
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DiKOvery Channel: DOS<D
$37
Berlitz Think A Talk French CD .
Berlitz Think 4 Talk Itolion CD
Berlitz Ihink/Tolk Spanish CD.
tonguoge Assistont. French 5.0
language AssislontiFiench WIN
I longooge Assistont Germon 5.O....
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ACT w/Cliff Notes
Biology Studyware
Calculus Sluoywate . ...
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GMAT w/Cliff Notes
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Physics Slud/wore
SAT ) Personal Troiner WIN,.
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Score RX for ACT ot Home
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Addition 4 Subiroclion
Advonced Spelling Tricks
Advanced Spelling Tricks CO
Algebra
Algebra Bloster Plus
Alphabet Blocks
Alphabet Blocks CD
Amozon Troil
Animal Tates CD
Bosic Spelling
Bosic Spelling CD
Beginning Rsoding
Colculus Sludywore
Cuckoo Zoo CD
Dinosour Adventure
Early Moth
Early Moth CO
Putty Beor's Birthday Surprise .
faiN Boars Fun Pock
Kid's Art Center
Kid's Studio
rid
lifemup: Animals CD
lifemap: Animals w/6ockbones
Mac JSA 2.0
Mario Teaches Typing
Math Blaster Plus
Moth Rabbit 2.0
Millie's Math House
Mind Castle
Dlno-Riffic Focts
and funi
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singing, danc-
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$29
I fish. Features
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$34
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Reader Rabbit I
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ponents aro not rolurnablo, Wo sliip only lo voriliod billing addresses. Inlernalional orders welcome. Airborne
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Circle Reader Service #48
^etten^ ^
Thin Dolphin
Although Twin Dolphin Software did go
out of business in December of last year, there
are a few important points in your article
[READ. ME, February ’94] that I’d like to
clarify since they relate directly to myself and
a number of people that I work with.
In particular I’m concerned about the im-
pression given that the sales performance of
the Windows games might somehow have
been responsible for the failure of the com-
pany. In October oflast year, almost half the
production staff of Twin Dolphin (including
myselO were laid off. After the completion of
Smoking Guns, all remaining work was to be
directed toward Forgotten Castle, which killed
all Windows game development at the com-
pany. It is important to note that up until the
layoffs, all the Windows games were on
schedule, and in fact Nanotank had been
completed, but was unable to ship on its
original date due to management not having
contracted the cardboard boxes in time. Even
when the games were shipped, only 5,000
copies of each were produced, hardly enough
for the company to use as a revenue base,
especially since they reached the shelves less
than a month before the company’s demise.
This lack of intent is also made clear in a
business plan released to the employees
around the same time as the games went out
to the retailers. If any other proof of Twin
Dolphin’s lack of support for its Windows
products is needed, simply note that there was
no advertising budget for these products,
games which were already produced! At the
same time, they were contracting full page ads
for Forgotten Castle, which was and continues
to be vaporware.
These two games were the only products
that ever reached the shelves, each created in
four months by a small team of dedicated
professionals. Since the layoffs, myself and
four other members of the Windows devel-
opment team have started JACKT Design.
This small company is committed to produc-
ing the kind of quality Windows entertain-
ment product that Twin Dolphin seemed
incapable of recognizing and exploiting in the
marketplace.
Andrew Mayer
JACKT Design
San Francisco, CA
Thanks for the additional infortnation. The
CGW article merely stated that the Windows
products were unable to keep the company
afloat. We appreciate your insight as to why it
was neither possible for the Windows products
to sustain the company nor actually to be ex-
pected by the business plan.
New l^ftwar In Krondor?
Is a sequel planned for Betrayal at Krondod
Dana Harmel
Izmir, Turkey
As it presently stands,
Dynamix has no inten-
tions of doinga sequel to
Betrayal at Krondor,
although the company
has the option to do a
sequel shoidd they begin
work prior to 1995. A
significatit amount of
design work had al-
ready been completed
on the sequel, but Dy-
namix elected to termi-
nate both the project
and the project’s guid-
ing force on the com-
puter side, John Cutter.
Cutter and his game de-
sign talents are cur-
rently looking for home.
The DOOMs-
day Defect
Id seems to have
copped out on their
promise of modem
support for DOOM.
What a shame! If it had modem support, 1
would have to vote it best game of the year!
Sob, I wish I had access to a PC network.
Unsigned
Orlando, FL
Id's technical geniuses are tiyingto exorcise the
demons from the modem routine and expect to
have modem play fully implemented in the ver-
sion 1.2 update.
Where’s The Bucks?
Start pushing the game producers to ex-
plain why a read-only, uncopyable format
such as CD-ROM costs $10-$20 more than
regular floppy games, since they claim that
the costs are so high mainly due to pirating?
Brian Eshelman
Bremerton, WA
The 5th Wave Bv Rich Tennant
" I m afraid I datt-t uuderstajid .ull-the reports of cur
vpgJede having a delaged release date.tfniess ■ ■ •
wait a minute - How many people i\em vmr KM
I wasspeakirgmcly fvaiths?''
Page 142
Computer Gaming World
THE HOTTEST 3-D ACTION SINCE WOLFEHSTEiN!
' Due tom
imended for Younger Viewers
|j|^ Depictions of Violence.
* on dozens of vicious
^^gnents in combat
PUBLISHED BY
(■levels of
S iS"f I W a’ r’S
P. O. BOX 49^B9UG.ARLAj
|na'ii7^giTorl
A001C6W
Terror has been unleashed!
Aiid now. . .tlie violence tliat plagues a distant
research colony threatens the planet Eardi.
As British military agent Blake Stone you're
thrust into deadly combat against the malevo-
lence of a mad scientist and the insidious
mutant army under his command. Dr.
Goldstem, driven by his insanity and bent
on the annihilation of mankind, won't
rest until he rules tlie known universe.
Tlie forces of heroic good and villain-
ous evil collide in this Ijfe-or-deatli .
struggle to control Eanh’s future.
Sign up to fight as Agent Blake
Stone. The fate of humanity is in ^
your hands!
Call Toll Free I'
l-SOO-rrAMEll
For the cost of shipping and/
handling, only SS.OO, you'll
receive Episode One, The Sitir
Institute. Or download Episode One
and pay no shipping and handling.
Call the Software Creations BBS and
check out the FREE Apogee file section.
The BBS phone lines are: -
(508) 365-2359: 2400 BAUD
(508) 368-703^9600-14r4K'
(508) 368-4137: 1 4.4-1 e.'SK -
Episodes two through six ore sold seporaicly and con
CREATED BY
JAM PRODUCTIONS
Sic; Intense
M I
-D texti^ mapping virtual
reality in 256 colors .
Blake Stone: Allens of Gold requires on IBM or 100% compoHble computer with d40K'R<$3^,:q VGA graphics cord, and a hard disk dilve. '
Extended memory (XM5), expanded memory (EMS), Joystick, mouse, AdLib, Sound Btoster or compatible cards are optional. ^
' Trademarks belong to their respective owners. V j
Gfc/e Reader Semce #37
FRCeLANCE
POLICE
TAX 3*0 by
The Merits Of Marketing
Just an obsemicion...
drivel like “Fake Your Own Funeral and Gee
There are two good reasons
why CD-ROM products have
cost more than floppy products.
First, they usually require more
art, story and game to fill up
the CD. 7 his raises the p roduc-
lion budget. Second, there has
been a smaller installed base
(total number of CD-R0A4
equipped gamers) for CD-
ROM products than there has
been for floppy products. So,
publishers had to make more
money off each individual
unit.
That trend seems to be
chatighig. The good news is
that companies like SSI and
New World Computing are
selling games on CD for sig-
nificantly less than the floppy
versions. We think this will
continue to be true with regard
to compilations a)id bundles
that use the CD as a delivery
mechanism, but we might even
see some price reduction in the
CD-only products in the fu-
ture.
I am writing in response to
David Bisman's letter in
CC7U^#115 about the cost
and worth of CD titles on the
computer gaming market.
Wliile a higher price for soft-
ware (originally intended to
be on floppies) transferred
onto a CD format might be higher in Austra-
lia, one can get an excellent deal on such here
in the States. Take, for instance, (he World of
Keen game by New World Computing, a
compilation of Clouds ofXeenwivl Darksideof
Keen. While each game is sold individually for
over S45.00, I have seen the CD title, World
of Keen, .sold in computer stores lor under
$38.00. As I tnentioned before, things might
be different in Australia, as opposed to here
in the continental U.S.
The purpose ot this letter is not to say that
wc should overlook software produced pri-
marily for floppy disks. I have played (and
re-played) counrless games off my hard drive
such as Quest for Glory: So You Warn to be a
Hero?, SimCity, and the original Alight &
during my 14 years o( lile and I still
enjoy them, even in the shadows of the many
“speech-endowed” (etc., etc.) CD games we
have today.
Jamie M. Spencer
Herndon, VA
It’s one thing to go to a new car dealership
and find a slick salesman willing to croon like
Harr)' Connick jr. over a below average sedan
whose base sticker price is inexplicably two
thousand dollars more expensive than last
year's model largely because its new “Duro-
Splatter 2010” patented paint finish is now
guaranteed to resist the nuclear heat gener-
ated from a 20 megaton explosion at a dis-
tance of half a mile. You have to almost expect
the hard pitch.
However, computer gamers should not be
subjected to the same insidious sales and mar-
keting screen shots (providing you own either
video card A or video card B), live action
animation stills that make it look like you’re
in complete control of the greatest thing since
Voxel Space (when it would actually require
a Cray to handle the graphics), support for 30
sound boards (except for SoundBlaster, as
you later woefully observe in the
README.DOC), and seemingly endless
Ready for the Most Incredible Role-Playing
Game Ever to Hit the PC!!!” (when in reality,
the disks in the box house a flight simulator,
and a rather poor one at that). Even worse are
the air-filled, ultra high-gloss, terra hexago-
nal-shaped boxes they’re coming out with
these days (Greenpeace’s worst nightmare),
designed to prolong software outlet shelf life
at the expense of a bona fide marketing
scheme.
So, two thumbs up to Martin E. Cirulis in
his February review of Command Adventures:
Starship for letting the Big Kahunas at Merit
Software know that the public is not as be-
numbed as they obviously think. ’I'here’s ab-
solutely no excuse whatsoever for
“...splicling] control panels along the bottom
of the animation screen shots to give the
impression that you actually play against that
kind of graphic splendor [p. 1 12].” And, in
all fairness, don’t even begin to think that
Merit Software is the only publisher guilty of
such practices (How about that box for the
original Wing Commanded).
Pasc 144
Cumniiier Coining World
\
Gina Simfli
Editor-iii-Cliicf,
Elcciivnic
Enlerlainmenl
Magazine
Join your kids on
an adventure they’ll
^^ver forget!
Take them to Timeland'; a magical
I place of fun, music and langhter!
/ ^ r>vTuneland stars Howie Mandel as Lil’ Howie, a loveable,
) ^y^;^>--r->^anin'iated playiaate, in tlte first fully-animated interac-
^^--■*ave cartoon. Join your cliild and Ul’ Howie for hour after hour of
playing, singing and learning that computers can be fun. Oh! By the way, Mom and Dad,
when you play with Tuneland by yourself, Lil’ Howie promises not to tell!
See your nearest software dealer today!
7th LEVEL
Vlh i.evi'1, Inc., 5225 San Feniaitdo Road West, Los AiigiOcs, CA 90039 01993 7lh Level, Inc.. Tuneland. IJesktop Playground and
7i]i Level ore trademarks olTlh la-vel, Inc. All righl.s reservetl. • SYSTEM REQUIREMENTS: IBMl Tandy* or compatible 38G
25 Mllzor belter with a minimum of -lMUofR/\M, SVGA display and CD-ROM drive with CD audio conneeior. MPC compatible
sound card, MS-DOS* 3.3 wAVindows'” 3.1 or later. Ojtlional; amjilified speakers, headphones.
Available at: Best Buy • COUP USA • Computer City • Egghead Software • Software Etc.
Remember those “Crazy Glue” UHF-oniy
television ads back in the late ’70s and early
’80s when the fearless consentetion worker
would place a drop of super adhesive on top
of his special helmet and suspend himself
from the bottom of a girder a few seconds
later to the amazement of thousands of Star
Trekhns (only to fall and be hospitalized for
tlie next six months after the director yelled
“Cut!”)? Let’s hope today’s computer enter-
tainment marketing gurus don’t have the
words “adhesives manufacturer” printed any-
where on their resumes.
Jim Corbin
Lowell, MA
Pardon the short answer, but we seem to have
super-glued our fingers to an cj/<r/ Wing Com-
mander box.
Ass'inine Answer
Will Electronic Arts ever make M.U.L.E.
lor IBM compatible machines?
Emory Gerhart
BadAibling, GERMANY
No. Electronic Arts was ivorking on a
videogame version of the game, but the design
was terminated because of creative differences
between the publisher and the designer. Many
of us would love to see a version ofiM.U.L.E.for
an up-to-date machine, but it looks like we 'll
have to wait.
Committed To An Institution
Sid Meier says that a multi-player version
of Sid Meier’s Civilization isn’t cost feasible
because the base of modem and E-mail users
isn’t large enough. What happened to that
pioneering spirit that inhabits all those Civ
settler units, Sid? A “hacked” version has been
out on the Internet, and the crazed mob puts
up with its clunkiness until Sid sees the gold,
1 guess. Sid Meier’s Civilization is a classic
game; by allowing users to play vs. each other
(instead of only vs. the “cheating” computer),
it could well become an institution.
Glen Cox
Ft. Collins, CO
And here we thought%\^ Meier’s Civilization
already was an institution. There is always talk
of a multi-player version of Civ, but we are still
ivaiting to hear whether or not such a project has
been gx’cn-lighted. We knoiu there is interest
tvithm the halls of MicroProse, but we don ’t
know whether there is commitment or not.
Give Peace A Chance
It is enjoyable that Master of Orionhws made
efforts to make diplomacy and peace profit-
able. Maybe having people learn alternate
solutions to war, even at the computer game
level, will move the human species forward.
Albert Rosenfield
Denver, CO
Philosophically, we believe that games have a
multi-faceted impact. Sometimes, it is cathartic
to be able to do what you would never do in real
life. At other times, it is interesting to explore
options that you could have in real life. Some-
times, you learn what isn’t good to do and
sometimes you learn what is ejficacious. We feel
that luhen more options and paths to success are
included in a game, it allows gamers the freedom
to explore many different possibilities and en-
hances the value of the game experience. This
month 's editorial explores this subject further.
The Last Word
We thought we’d let a reader have the last
word for a change.
I have recently started reading CGW and
find it a very informative resource. It has
helped me in many instances lately to make
informed decisions about which games to
purchase. I also appreciate the way it covers
many different types of computer-related
gaming subjects, both hardware and software.
Ron Dunning
Milton, FL
CGW
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Review
Renaissance Entrepreneurship In
QQP’s Merchant Prince
by Tim Carter
"...for a man who strives after goodness
in all his acts is sure to come to ruin, since
there are so many men who are not good. "
— Machiavelli, The Prince
S o did Machiavelli rationalize the need
for immoral actions in order to succeed
in politics, As one might expect of a
strategy game based in The Princes era,
QQP’s Merchant Prince is rife with opportu-
nities to cheat, murder, and othei-wise under-
mine one’s opponents. Of course,
skullduggery is only a subset of the successful
Renaissance businessman’s tasks. As the
leader of a trading faction in Venice, the
player must develop trade routes by land and
sea CO reach 44 cities with 18 dif-
ferent commodities.
Competition is offered by three
other trading factions, each of
which can be controlled either by
a human or the computer. As win-
ning and losing arejudged through
one’s popularity, the key to victory
is generally politics, rather chan
wealth; money alone will win nei-
ther people’s hearts nor their re-
spect. Of course, it is here, in the
realm of politics, that the worst in
players will come forth; backscab-
bing, blackmail, underhanded trickery and
ocher delights of intrigue will be the player’s
constant companion. ..and threat.
Terra Incognito
Technically speaking. Merchant Prince is a
well constructed program. The graphics,
while not particularly dazzling, are effective
and easy on the eyes — a real plus during those
late night campaigns. Like many empire-
building games, the world is only revealed
through exploration. Unlike most games, the
terra incognito is not represented by blank
regions of game screen, but by an overlaid
renaissance-style map of dubious accuracy —
becoming more prone to error the farther one
is from Venice. This is an extremely original
couch that not only makes the map more
attractive than would an empty screen, but
strongly evokes the flavor of the period.
The interface for Merchant Prince is natural
and easy to learn. All of the commands can
be given by mouse, and it is relatively easy to
reference information on cities and commod-
ity prices. This makes trading a simple busi-
ness once enough money is generated to build
the necessary roads, fleets and caravans. The
manual is useful and plainly written, al-
though it lacks a section on tips or strategy.
Each of the designers gives a few suggestions,
but an extensive discussion is conspicuously
absent.
The mechanics of trade are straightforward
once the world has been extensively explored.
The base price for each commodity is fixed in
each city for the entire game, though special
events, such as plagues, sieges or excommuni-
cation can temporarily alter the
price of goods in a particular
city.
Only a few commodities are
available in each city, and then
only in limited numbers. How-
ever, once a profitable trade
route has been established, the
units involved can be pro-
grammed to follow a set route,
buying and selling pre-deter-
mined amounts of goods in
each destination city. This
keeps the player’s maintenance time to a
minimum, as “milk runs” can be established
and then largely left alone.
Trade is not an entirely safe endeavor, as
bandits on land and pirates on the seas can
capture valuable cargoes and destroy trading
units. Storms in deserts and on the oceans can
also wipe out traders, although natural ca-
lamities tend to be easier to avoid than their
man-made counterparts. Protection through
hired guards uses precious funds and cargo
space — commodities in limited supply early
in the game — but if pirates or bandits are
allowed to succeed in a given area, their
strength will increase enough to require of-
fensive military action.
The cost and availability of commodities
does vary from game to game, even if the
historical map is in use. Some cities will be
well supplied with a particular commodity in
some games and not in others. This lends the
trading process a degree of uncertainty and
forces players to adapt to the particular con-
ditions of each game. If the historical map
becomes dull, alternative world maps can be
generated by the computer and saved for
re-use. These random maps usually present
the biggest challenge to players, as a newly-
generated world is rarely as conducive to prof-
itable trade as the historical model.
Once a few trade routes arc up and produc-
ing a steady supply of cash, it is time to enter
the political arena. Make no mistake about it.
Merchant Prince
TfTLO; Mcfdi.ml I’rlncu
I'RICE: $49.95
SYSTEM: l|}M
REQUIREMENTS; 386-U.MHz or bullur, IMH
RAM, VCiA grnptiics, mouse
PROTECTION: Ooc-umciilntion look up
DESIGNERS: Sover.nl Diirfos Holislic G.itiiiiig
PUBLISHER; QQP
Flemingion, N)
(90«) 768-2799
Page 150
Coiiti>iiier Gaming World
My son and I love this game ^^^
Great work!!
Robed Sirouss, Burbank
Hy daughter ( I / years old) and I have become "Qxyd"
addicts. We cannot wait to begin exploring the many
other levels. Thanks for creating such an excellent prod-
UCt. R. S., Germantown
This is, wilbouf question, the most impressive game I
have ever seen. I am amazed at the audio, visual and
action. George L. Jonty, Arlington Heigbls
Outstanding program!!!! John Bernauer, Lo$ Gotos
Wow! That's all I can say about Oxyd. What an incredible
game! Hurry! I can't wait to play!!
This gome is highly addictive. Sluort Ritchie, Canada
One of the nicest games I have seen in a long time.
Thanhs for creating such a challenging piece of software.
Steve Brannon, Canada
I'm completely booked! Patricia B. Smith, NH
The game is a blast! Excellent graphics, extremely well
done. Interesting challenges in each landscape also. I
look forward to the next 90 landscapes. David Mangini, Cf
The game is really slick, well designed. Those first 10
levels alone were worth paying for!
One of the most elegant games I've played. Thanks a lot
for a great game. Jeffrey Jondobl, Son Diego
OK so we got hookedi
Oxyd<s> magnum!
for PC, Mac,
A500 - A2000, ST, TT or Falcon Computers.
Sequel of the award winning Oxyd,
now at a store near you!
Mat: IMB FAM, tolor or monothrome!
PC: 386 or above, 2.5MB RAM, CGA or VGA, Soundbia. or Adi. optional.
1 enjoy this game a great deal and so do my children and
their friends. It is just what I have been looking for II
Jerome Wescoft, Minneapolis
My whole family enjoyed your game a great deal.
Michael C Moore, Columbia
Oxyd has to be the most artistically superb piece of
programming that I have seen. From my position of
having completed about one third of the single-player
levels, the landscapes have been continuously varied
with a marvelous attention to graphic and audible detail
that makes each new one a continuing delight. I espe-
cially appreciate bow the marble interacts in seemingly
realisticbutdifferentwayswhenrollingoverorbouncing
against different "natural" (or unnatural) substances
like stone, wood, swamp, freefall etc. At this point, I'm
already worrying that I'll run out of levels (assuming I
keep solving the puzzles). Jeffrey R. Horrow
Even our 3yr old enjoys the game.
I just bad to write to tell you how much fun I've had
playing Oxyd. The attention to detail ■ the sounds, the
textures of the surfaces ■ really adds to the fun of the
game. It invites the imagination for a ride.
Thanks also for making all of the landscapes challeng-
ing but not impossible. At first I thought that landscape lb
was unfairly difficult, but when I found the way through
it, I really admired the ingenuity. Tom Phoenix, PorfhmJ
It is rare to find such a visually appealing, addictive and
playable game. Kathryn Wilson, Ausiralia
I'm really impressedwifhyour game, Oxyd. Congratula-
tions on a unique and fun product, and best luck to you
all. JohnM. Dodd, Thousand Oaks
OryUOedili:
Best Bruin Cume
UaWaUGane Mol fane 1993
Game of the Year
Score this game a solid 10
CiminlNoies 06/93
"Aerating - Wow! Exquisite.
A must for your games library.
AngoWail 06/93
Game of the Month.
lUocWell 02/93
Top of the Charts
Sm Jem Coiesoff, Gem Gemm etftoi.
TOOnewlandsapes. '
Hewobiects andjpme
elements to explore.
Oxyd magnum! is an entirely new and riveting
challenge for Oxyd experts and beginners alike.
Caii 617-497-1130
for the Oxyd magnum! retailer nearest you
Get a free appetizer for PC, Mac, Amiga or ST:
Send S 4.00 for shipping & handling for W challenging landscapes
of Oxyd to Dongleware, 35 Howard Street, Cambridge, MA 02139.
Send 5 4.00 for a 5 level teaser of Oxyd magnum! (PC or Mac only)
Circle Reader Service #54
politics is dangerous and terribly expensive,
but the payoffs are potentially huge. As one
might expect of a game that quotes Machiav-
clli throughout its documentation, nice guys
definitely finish last.
The Unhappy Marriage
Of Church And State
The building blocks of political power in
Merchant Prince-AvtsQwzzors, and they can be
bribed in order to control their votes in the
Venetian Senate. If you buy enough votes to
command a majority in the senate, you may
he elected Doge. The Doge has the ability to
nominate members of the other tactions to
die four executive positions in the govern-
ment; Council Head, Admiral, General and
Roads Commissioner. Each of these positions
provides the player who occupies it with par-
ticular opportunities and advantages. The
taction which holds the title of Doge may also
occupy one of the executive positions, but
they must assign the other three to their
competitors, fi’his makes for some interesting
political bargaining, particularly when play-
ing against human opponents.
The Council Head has the power to accuse
other senators of treason, leading to their
removal and execution. He therefore has the
ability to control who has influence on the
senate — an imponant position if one wishes
to remain as Doge or rise to that position. The
Admiral and General command Venice’s
armed forces, essentially providing players
with a free military force to use at their dis-
cretion, provided that Venice is always ade-
quately protected.
Bribing and maintaining senators is an ex-
pensive business. Each senator requires a
yearly salar)', as well as the occasional lump
sum payment, to keep him loyal. Further-
more, senators are extremely vulnerable to
dirty tricks. They can be assassinated, accused
of treason, or simply die of natural causes. In
a competitive game, one can also expect the
other factions to offer one’s politicians large
payments to switch sides, requiring similar
payments to keep them loyal.
Owning politicians is not to eve-
r)’one’s taste and is hardly afford-
able at ever}' turn. A more profit-
able, though less powerful
alternative is to buy a chunk of the
Church. Cardinals go on sale peri-
odically, depending upon how des-
perate the Pope is for money (The
Pontiffs Black Collar Sale, per-
haps?). The Pope is elected some-
what like the Doge, except that
there are considerably more cardi-
nals to buy off than senators, and
each costs a lot more up front. Unlike sena-
tors, however, cardinals pay back their em-
ployers through a percentage of the
Indulgences they collect. Overtime, cardinals
tend to make good investments, provided
that one of the other factions doesn’t ser\’c
them poison cocktails.
The position of Pope, while not providing
the political clout of Doge, does provide more
immediate gratification in financial terms.
The Pope sets the indulgence rate, which
controls the income from cardinals, as well as
the number oi caidinals for sale. Fifty percent
of the income from the sale of cardinal ships
goes straight into the pocket of the Pope.
Furthermore, the Pope has the power to ex-
communicate a particular dry. This radically
increases the cost of goods in the city, so that
a trading fleet selling high-value goods can
increase its profits greatly if its destination is
excommunicated immediately before it ar-
rives.
Rent-Aii'Army
Unlike most strategy games, Merchant
P77;;ceplayers do not build their own military
forces. They may rent mercenaty armies
where available, provided they can afford the
price. Those with grander ambitions can get
themselves appointed Admiral or General of
Venice, which gives one command of the
Home Fleet or Army respectively. Military
forces can attack cities which refuse to trade
with Venice in the hopes ofoverthrowing the
hostile regime and thus opening new trade
routes. They must also defend Venice from
enemy armies and marauding brig-
ands, and they may hunt down and
eliminate pirates or bandits who
threaten the trade routes.
Players can al.so assign mercenar-
ies to attack the ships or caravans
of their competitors, although if
they arc caught in the act, they
stand to lose considerable popular-
ity. In the dirty tricks department,
players can hire arsonists to burn
their opponent’s villa, rumor-
mongers to ruin the reputation of
their competitors, or assassins to kill local
politicians, cardinals or even the Pope. Dirty
tricks are definitely an effective way of reduc-
ing the popularity and influence of your op-
ponents, but the penalty for getting caught
can be far greater than the potential payoff.
Furthermore, it is impossible to defend
against dirty tricks from the other side, and
often all sides end up losing if things get out
ol hand.
The Good, The Bad
And The Very Rich
1 here are a few bugs in the initial version
of Merchant Prince, d’he game tends to lock
up occasionally, particularly when exploring
the extreme eastern edge of the map. {An
update file is available from QQP which
solves this problem.) The computer oppo-
nents arc competent and can occasionally be
pretty sneaky, but like most AI opponents,
they aren’t much of a march for a human in
the long run. The main problem is that the
computer is not very good at building trade
neworks, which is odd since this is the sim-
plest aspect of the game. Those who consis-
tently defeat computer opponents with ease
can take heart, as Merchant Prince can be
played by modem or via E-mail, where the
opportunities for both alliances and back-
stabbing arc plentiful.
Because the emphasis in Merchant Prince \s
on trade, rather than conquest, not ail gamers
will find it to be a particularly satisfying ex-
perience. Furthermore, with victoiy tied to
total popularity, rather than the destruction
and abject humiliation of one’s opponents,
the game may not appeal to the purely mili-
taristic. Nonetheless, Merchant Prince is a
finely balanced, well presented, and intensely
enjoyable game. The random map option
and the changes to commodities each game
give it considerable replay value. With games
lasting up to 40 hours, players can look for-
ward to more long days and nights in front of
their PCs. cbw
Pane 152
Cdiii/ntier Caniiii^ World
L-LCULl Ll'lZ^LL
CLlbliLv-LlefLlKli
CONSOLE TECHNOLOGIES INC
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WHY THE 'F'
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W,h a headline like the one you just read, you might think an ad such as this represents
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It's really more oF a stoiy about how all good things must come to an end. IF
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Until recently most, il not all, PC sound boards used a technology developed i
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And whether it’s a guitar
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Recording with the MAX exceeds industiy standards as well —
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3D Holographic^^ Sound, which is simply the audio equivalent of virtual reality.
Together, they will not only add substantial depth and dimension to your gaming
experience, they will revolutionize how games are developed from now on.
Imagine. You’re on night patrol, deep in the jungle. It’s pitch black. When
suddenly, you hear the rustle of leaves above 3 ^ou and to the right. It’s the
enemy. You immediately turn and act, as if on reflex.
Now that the MAX is here, such encounters can and will happen. No
wonder Psygnosls, SSI, Sierra On-Line and LucasFilm are only a few of the developers starring to capitalize
on the max’s vastly superior performance.
Of course, it’s going to take some time lor all software developers to
unleash the powers of Ultrasound MAX. But until then, you’ll be
happy to know the MAX will run games designed for prior sound board
technologies like Ad Lib®, Sound Blaster™ and Roland® MT-32.
In fact, PC journalist John C. Dvorak wrote, “...the UltraSound
has a Sound Blaster emulation mode so good that it sounds better
than the Sound Blaster itself.’’
So if you have yet to put sound on your computer, or you’re
simply looking for the best way to gear up for the future, visit your
favorite computer retailer and take home the UltraSound MAX.
You'll discover that while imitation may indeed be the highest form
of flattery, it doesn't remotely compare to the real thing.
W'ith n fall l92-in.-ln,menl AUDI,
you eoalAbeeome lheworl<K<
ne.vlyreni eomp.i-er. Or nol.
ol foke. H’'e'reforietil.
Advanced
,r Tcchnolocv. Lid.. l790Mi<!w;.v Uu,u. Ilcll
Cirrln Roarlpr Spri/irp HI 14
Computer Wargaming World
Wargamers
h\j Alan Eiiirich
D eep inside every war-
gamer lurks a war-
game designer. Jusc as
we love ro play with the possi-
bilities of history, so we’d love
to tinker with the possibilities
of our games, injecting our
game philosophy and under-
standing of history into an ex-
isting design. Unfortunately,
War in Russia, to name only a few, all have built in
scenario builders. These designers had the foresight to
include, from the first release of their product, the tools
we need to answer our own what-if questions.
Other notable games, including Global Conquest,
Carriers at War and Harpoon, had scenario builders
available separately after they were published. Down
the road, future war and strategy games that will break
through the enclosed universe barrier include Com-
mand HQj Warlords II, Harpoon 11, Wargame Construc-
most computer gaming strate-
gists are not programmers, and even if they were, they
wouldn’t have access to the source code written in C or
Greek or some other foreign language. With a paper
boardgame, it is a fairly simple matter to jot down a few
rule changes and make up a few new counters, but in
their digital form, games exist in a closed box.
That computer games lack such freedom is a particu-
larly bitter pill for readers of this column, as we are a
bit more educated than most. A love of history com-
bines in wargamers with the desire to explore “what
ifs,” quite often those not touched upon by the game’s
designer. While people and paper role-playing games
(and increasingly computer role-playing games)
abound with adventures and scenarios easily exchanged
among enthusiasts, comprising an almost limitless
gaming universe, computer wargamers arc, for the most
part, stuck with the scenarios and game systems that
come in each game box.
“I Came,
I Played,
I Conquered”
lion Kit 11 and The Perfect General II. Although most
of their scenario editors will be sold separately, we at
Computer Gaming World wish to heartily commend
those designers and their companies. Placing power in
the hands of the players is a wonderful trend, one that
we hope continues.
Call To Arms
If They Build It,
Will You Come?
Many computer game companies and designers have
recognized the limitations of a computer game’s en-
closed universe, and this is particularly good news for
computer wargamers. On the one hand, we have the
open-ended “anything goes” of a do-it-yourself kit like
Aide de Camp. Looking at games recently released.
Empire Deluxe, Campaign II, Flight Commander and
I'inally, let me remind you that CGW is still waging
its own war against the enclosed universe phenomena.
We encourage our readers who have a wargame article
that provides strategy, game replays and analysis, new
scenarios, player’s aids or other supplemental “non-re-
view” material to step forward. I want to hear from you,
and can be reached at our various on-line addresses (see
the magazine’s masthead) or directly by telephone here
at CGW, (714) 283-3000 ext. 25. Your hobby needs
you\ CGW
Pnop /SfS
Cumpmer Gam 'mv Worltl
B icture this, offfitor
ambitious feaders in the
in thafact that both are^fookii
nation with massive armies folpwing then et{|^. . v
command. Sounds interesting/di^ki'i'ritlnjiswm-
t(?i|Koei's bringing Genghis Klian'm®i|^ao-
together to a store rffife you, ariSit's going to be ■ '
exciting. After all; pcnghls Kh'aais out to lead his
gg Mongol liOTtles victoriou^y 'acro'ss'Asia pid
^ Europe in Genghis Khan Hi CtAN or THE Gray
iU-i Wolf and Cao Cao's devising- new ways tb
^ reunite China after the collapse of the Second
* Han Dynasty in Romance of the Three
■j Kingdoms HI: Dragon of Destiny. The
contest for world domination is about to begin.
Are you ready?
ruthles^
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Sneak Preview
I Form a
General
An Early Look
At QQP’s
The Perfect
General 2
by Alan Enirich
W hen The Perfect Gfwmi/was scill a
board wargamc played on an old
wooden tabletop, it included ma-
chine-gun units, versatile engineer units and
aerial bombardment. When it first appeated
as a computer game, the difficulties of pro-
gramming a well-balanced game and getting
it to market had forced those elements out of
the game. Leaving game features on the cut-
ting room floor was not a decision with which
designer Bruce Williams Zaccagnino was ever
comfortable.
Yet, when The Pofect General made its
debut, the gaming public ate It up, and QQP
was fixed on the map of strategy gamers eve-
rywhere. The Perfect General was widely re-
garded as having the right “look” and
“sound,” excellent gameplay {albeit without
strong AI support) and, best of all, modem
play. For wargamers who couldn’t keep up
with Command HQ’s real-time action. The
Perfect General stepped in at just the right
moment to give them a turn-based triumph,
and they all seemed satisfied.
Of course, Bruce, ever the perfectionist,
wasn’t satisfied. As for any good game de-
signer, the time following the release of a
game is time for dwelling on the things he
wanted to include, if there had been just a
little more time. The ideas and features which
he has longed to incorporate, plus feedback
from Peifect Cewm/enthusiasts over the past
few years, have evolved into a list of design
specifications that are presently being forged
into The Perfect General 2. Although
Mark Baldwin and Bob Rakosky of
White Wolf Productions are not re-
turning to program the sequel after
doing the original Perfect General,
QQP has put their own boy-wonder,
Andrew Visscher {Solitaire’s Journey),
on the task.
Initial Scouting Report
For Andrew, the journey is no
longer solitary, since he collaborates
heavily with Bruce. As a result, he is
building the game in stages and, at the
time of this writing, it had not yet
evolved into a working beta version.
Most notably absent were the modem/serial
play features and the AI, so 1 cannot comment
on those. However, most of the nuts-and-
bolts gameplay features are in, and there is
plenty there to see.
To begin with, there are new things to see
on the map. Objectives are now color-coded
to indicate player possession, and there are
little flag symbols next to them when the
point values are not displayed. No longer will
you have to guess who controls larger city
objectives. Airfields are another important
new addition. They are the fixed locations
where planes can be based, as I’ll discuss when
I get to the new units.
Bridges now have individual levels of
strength assigned to them; each can take from
one to three hits before being blown away,
and these are indicated on the map. Man-
made terrain features also have some new
twists. Players can select minefields to be
either hidden until found or openly dis-
played. Other pre-game selections allow for
variable weather and the repair ot units in
cities.
Engineers will be busy working the land in
ThePetfect General 2. Not only can they build
and destroy bridges and minefields, but now
they can destroy roads and improve fortifica-
tions (every unit can now, with time, fortify
its position) to fortresses. Look for engineers
to be able to clear forests, repair railroad
tracks and fix roads. With so many wonderful
Rav,' /5,S'
Cdiiipiiier Gomiiifi World
There are still plenty of variable game settings,
including a couple of new ones.
possibilities for engineers now, I was only a
bit chagrined not to see “Drain Swamp” and
“Urban Renewal” as choices. [Ed: For those
nexo readers unfamiliar with Mr. Emrich 's sense
of humor, the last sentence is so tongue-in-cheek
we thought he was having an epileptic
attack.]
Fresh Troops
For players who remember heavy
tanks and artillery as the queens of the
battlefield in The Perfect General, its
sequel addresses this perceived imbal-
ance. Among the new unit types is the
“Elephant” tank. This pricey, super-
heavy armored unit packs a lot of
firepower and takes considerable
damage (when playing with the Par-
tial Kill option), but only has two
movement points per turn. While
great for defending a town or hill, it
has major problems keeping up with
a driving attack.
The antidote for artillery seems to be air-
planes. Air units can only be based on airstrips
(limiting their operating radius and making
them vulnerable to being overrun) and fly one
mission per turn, plotted pretty much like an
strike. The main difference, besides
the probabilities used to re-
.solve the airplane’s attack, is
that players have much more
precise control over an air-
strike. While artillery (espe-
cially Mobile Artillery) is
prone to scatter, when an air-
strike is conducted, a player
can specify any hex within a
two-space range of the pre-
plottcd target hex. Once the
final target hex is selected, air-
planes never scatter and always
strafe that hex. This makes
them more reliable for blow-
ing bridges and attacking spe-
cific units. For fans of the old
artillery units, though, some scenarios now
provide “offboard” artillery support.
For those, like me, who enjoy a good infiin-
try slugfesr, behold the machine gun. Both
machine gun infantry and armored car units
A look at the current list of units
and their build point costs.
Airplanes are, naturally, based on air strip hexes. Units
that have fired are marked with a large dot.
have been included in The Perfect General 2.
While they don’t pack the oomph of bazooka
units against armored targets, present
playtesting gives them the advantage of being
able to fire once during each Fire Phase. That,
friends, makes for some interesting situations.
No longer can sheer numbers of ar-
mored cars whiz past a defender sim-
ply because he could not kill them fast
enough. Now, it seems, intermeshing
machine gun nests with adequate ar-
tillery support can make a defender
tough, but the attacker has tools avail-
able to work through such defenses.
In other words, a balance in the unit
mix has been achieved that, I expect,
wargamers will heartily enjoy.
Campaign Games
At QQP they think big, so The Per-
fect General 2 \wi\\ include “campaign
games” that link up several scenarios.
Units can improve Ibeir positions. Units that have
moved are marked with slashes.
Whilestill underdevelopment, itappears that
an attacker will have to win a scenario in order
to progress to the next one in the campaign
in hopes of reaching the end goal.
More importantly than linking scenarios
together, though, are the alternative victory
conditions. In addition to the present garri-
son-somewhere-and-receive-its-points-ever
y-turn, such elements as simple end-of-game
possession, controlling regions and casualty
counting might be considered. These vari-
ances alone will add considerable depth and
nuance to the battles fought in this sequel
product.
Finally, The Perfect General 2\s being built
with add-on products in mind. This means
that the game’s engine is being programmed
to give it a lot of flexibility for future expan-
sion. A scenario builder will be one of the first
add-on products. This will give players the
power to create maps, unit availability, sce-
nario perameters and so forth. I’ve seen the
tools for this kit and found it all to be very
easy to use. 1 only hope they allow players to
link their custom scenarios into campaign
games, but that was not decided at press time.
More Than Perfect?
While much remains to be done on The
Perfect General 2, 1 like where things arc going
with this project. The added diversity, with
only a minimal increase in complexity, keeps
the product easy enough for beginners to
learn. If the new package includes a “tutorial
campaign” of scenarios which progressively
add more unit types, that should ease players
into the new features found in The Perfect
General 2. Veteran wargamers, however, will
take to these new features like fish to water,
and we’ll have those tanks lined up along the
hill crests and treelines before you can call in
an airstrike. QQP has really breathed a lot of
new life into an old favorite, and I’ll be there
when the shooting starts, cgw
Sneak Preview
T he great thing about lurking on com-
puter bulletin boards is that you can
“listen” CO other people’s conversa-
tions and not feel the eavesdroppers’ guilt. I
love listening to people debate the finer
points of the latest game, but I especially like
reading bulletins where gamers tell the soft-
ware publishers what they’d like to see in the
next game or even in an update of a current
game.
Imagine my pleasure, then, when a “wish
list” from the collective consciousness of on-
line gamers actually became a real product.
Unlike many games these days, where sequels
are begun almost as soon as the original prod-
uct has shipped, the Warlords II Construction
Az'rwas not something that Strategic Studies
Group (SSG) expected to publish. But when
hundreds of Warlords //players spoke, urging
SSG CO create a powerful editor for aspiring
strateg)' game designers, SSG listened.
One Size Fits All
The main screen in Warlords II Construction
Kit is divided into windows of roughly the
same size and shape as in the original Warlords
ll game, giving it an immediately familiar
feci. The main display will be the site for your
game creating Genesis — where you will sepa-
rate the dry land from the water and place
castles with the command “Be fruitful and
multiply Catapults.” You can start your new
worlds using an old Warlords map as a tem-
plate, or you can start from a blank slate. As
in any computer paint program, the features
of the landscape arc selected from a palette
and drawn with the mouse using a combina-
tion of clicks and drags, but instead of paint-
ing in pixels, you paint in whole terrain
squares.
When initially placed, the terrain tiles are
ugly and squarish, lacking the smooth con-
tours of natural geography. With the selec-
tion of the Smooching option from the menu.
by Alan Enirich
coastlines, forests, mountains and hills take
shape with a crisp, ready-for-piay look. You
can only paint continents with generic terrain
types, but you can individuallyselect from the
20+ specific tiles for each type of terrain in the
palette, if you want a volcano in the
middle of your island, the proper
look is a click or two away.
Read All About It
After the main geography is in
place, you can sprinkle the landscape
with castles, 'rhesc can be customized
with your own names and descrip-
tions. After clicking on a button and
then selecting the castle you want, a
screen pops up chat allows you to type
in text on pre-set lines, each with a
fixed length. In addition to this per-
sonalized chrome, there are choices
that must be made in order to make
a scenario playable. Castles require
that their income level be set, with the default
at 20 gold pieces per turn. You can also
determine the types of units a castle can pro-
duce (up to four), keeping in mind chat the
castle’s defense level will be based upon those
selections.
Like castles, temples and ruins can also be
named and given descriptions if desired.
There are also little roadsigns that can be used
to give hints to players or as billboards for
one-liners or other readable frivolity. (1 lit-
tered my first scenario with Burma Shave
billboards.) While 1 experienced some diffi-
culty getting the on-map icons for these ob-
jects to look right, they’ve always functioned
properly in my test games.
Cutting The Muster
The unit editor is where we amateur
artists will really get our pixel’s worth.
Every attribute of a unit, including its
combat strength, movement allow-
ance, time to build, cost, special move-
ment and combat features can be
changed, 'fhc really fun part, though,
is that the built-in icon editor allows
players to modify', copy or create from
whole cloth every unit icon in the
game. Do you want Amazons? Modify
the old Orcish Mob a bit, and you got
’em! For a World War II motif, simply
draw tanks and bombers. The paint
tools arc very easy to work with and can
become quite addictive playthings. If
m
liat simulation.
■overing the ENTIRE Eastern Front from 1 939-45, Tigers On The Prowl includes a detailed database of hundreds
If of fighting vehicles, weapons, and force structures for the Axis, Allied and Soviet forces. Likewise, combat is
resolved by precise calculations of armor thickness and round penetration at the instant of impact.
It also features morale, hidden movement, communications, airstrikes, night fighting, forest fires, and
much more. Designed for all levels of wargamers, Tigers On The Prowl Includes 5 scenarios, a
flexible scenario builder, and three levels of complexity. Orders are given to platoons or sec- #yi
tions, with a maximum of a supported com- ^ In
■ bat brigade on each side. Can be played
V-/ -V solitaire against the computer, or by
HPS Simulations
P.O. Box 3245
Santa Clara, CA 95055-3245
two players - either face to face or
by mail/e-mail. Tigers On The
Prowl can use maps and sym-
bols created with Aide De
Camp. Tigers On The
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you can get with-
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Welcome
Requires VGA,
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For IBM and compatibles.
Circle Reader Service 1162
you liked the shareware icon editor for Global
Conquest, just wait until you get your hands
on this one.
Power To The Players
Once a new scenario starts to fall into shape,
you can set the final parameters of your grand
design. The number of players, their colors,
starting funds and initial city (each empire’s
capital) are all defined by the user as part of a
completed custom scenario. Naturally, the
scenario should have an original name and a
brief description, and you can even import an
Our CGW island scenario is taking shape.
tion screen, as long as the file has been
saved in .pcx or .Ibm format.
During playtesting, it’s useful to
have the computer players challenge
each other while you sit back and
observe the results. Keeping an eye on
even castle/ruins placement and mak-
ing sure there are enough ports will
obviously be important factors in de-
signing new scenarios.
As powerful as the Warlords II Con-
struction Kit is, there arc a couple ol
trifling limitations to its design. First,
the map size is fixed at the original
■ds 2 map size. Larger worlds
are not possible, and smaller
worlds may pose problems. While you
don’t have to use all of the area avail-
able on a map, the computer A1 will
still assume the large map size and may
waste time scouting the empty areas
during play.
The other concern involves the time
required to update the information on
the strategic overview map (to the
right of the main playing area), so that
its information coincides with the op-
erational map. It does not update as
you paint, so some significant proces-
sor power and a bit of patience are
city, temple and road sign can be custom tailored.
required whenever you smooth or redraw the
entire map. However, since only paranoids
(like me) save every few moments, this
shouldn’t bother most users.
Overall, Warlords II Constmetion Kit is
shaping up to be an elegantly designed tool
for strategy gamers who, like comic actor Tim
Allen, want “more power!” All the power a
Warlords player could ever want is here, wait-
ing for creative gamers to pore their creative
juices into empty Warlords worlds. War-
gamers may even reach the unsettling conclu-
sion that creating worlds can be as fun as
conquering them, cgw
Every
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Review
Dragon
Of Destiny
Koei Romances The Throne A Third Time
h\j Terry Lee Coleman
M any times has the tale of The Three
Kingdoms of Old been spun. At all
times it was told with sincerity and
with a clear licart. Yet there was a confusion
in the earlier tellings, a blurred vision oftliose
happenings that kept those in the West from
understanding fully the struggles of that tu-
multuous time, rhe great tale-tellers of Koei
spin the tale for a third time, so let us listen
carefully to this view of The Romance — the
lure of power, of greatness....
'I'hcre were in that time many
great men aspiring to be Emperor
of all they surveyed. Cao Cao was
the most famous, and the most
misunderstood. His grandfather
was a eunuch, yet Cao Cao rose
above his humble beginnings to
carve out a great kingdom from the
heart of China, Perhaps you could
be as great as Cao Cao, but you
must follow carefully the path Koei
sets for you. Dragons of Destiny o^-
fers a wondrous look at 33 of the
great leaders of this tumultuous age. Some are
great warriors, others are great diplomats,
while still others have more subtle skills, often
hard to discern. You must put aside your
nobler instincts and even learn to use assassins
against your enemies. Great armies must be
raised, bitter sieges must be won, and the seas
must be mastered, or ultimate success will not
find you.
Learn the Land, Know the People
Many histories leave off the hardships of
home — but from where does the strength ol
the strong ruler come, if not from the happi-
ness and health ofhis people? Benevolent rule
in Dragons of Destiny will bring glory and
inspire loyalty among your officers and villag-
ers. Know still that there are those who float
as leaves on the winds, ready ro change alle-
giance or incite rebellions among the unwary.
Even the most quiet and beneficent peoples
are subject to raids from the dreaded Yellow
'furban Rebels. The prudent leader is ever
vigilant.
And what of the good earth Itself? Dragons
of Destiny allows the arrogant leader to make
mistakes. As leader, will you benefit from a
bountiful harvest, or will your lands fall prey
to typhoons and famine? What will you
charge the people in taxation? In real life,
Kong Zhou fought many wars, and merci-
lessly took more than his people could give.
A game that allows you to make the same
mistake is an honorable one. Entering the
game of Dragon of Destiny requires that you
not only think as a warlord, but as a leader in
times of peace.
You must first build an economy by select-
ing the right men to develop and cultivate the
land. Trade routes must be established, excess
goods must be sold for the accumulation of
gold. Unscrupulous types
must be dealt with in a
manner which heightens
your reputation. Knowing
to whom and when to
delegate authority is a
game within a game, but is
essential for the ruler to
expand his sphere of influ-
ence.
Unlike most wargames.
Dragons of Destiny has ele-
ments of role playing, its
characters having many traits to add more
richness to the tale. It takes an experienced
eye to discern Loyalty, War Ability, Political
Acumen, Training and Morale, and where
best to employ men with these attributes. The
game is most helpful, in that appointed gov-
ernors issue decrees and run their cities with-
out your involvement. Advisors will explain
the complicated issues of the lands you con-
trol and the rulers with which you interact.
Even so, the gamer should be wary, as bad
advice and bad governors will betray you and
your people.
Scattered Like Tea Leaves
Upon The Waters
The men of Dragons of Destiny -Ate numer-
ous as the grains of sand, and they will sift
through your hands unless they are molded
like clay into a single unit. After your men are
trained, you cannot simply set out to conquer
your enemies, such is the depth of the game.
Advisors may be sent to threaten the weak or
to make secret alliances, to crush the stubborn
foes who insult you with their resistance. The
game pits silicon fiends against you, which
take on the form of great men and move
against you in intelligent and devious fashion,
severely testing your skills.
Koei goes to great lengths to make this a
fitting tale for the warrior’s delight. Devils
paint pictures in 256 colors before your eyes,
the beauty of the changing seasons threaten-
Romance Of The Three Kingdoms III
1
!
j
1
1
TITLU; Romance Of The Thr«e Kingdoms III:
Dragons Of Destiny
PRICIi: S59.95
SYSTEM: IBM
REQUIREMENTS; 286 or beller, VGA gf.iphics, gMU
hard drive space; suppotts AdLib
and Sound Blaster sound cards,
H OP PLAYERS: ^ -8 (same computer)
I'ROTEOION: None
PUBLISHER: Koei Coqjoralion
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(415) 348-0500
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MODEM PLAY (A QQP Hallmark)
City Economics-Cultural and industrial aspects
Campaign Play
Player History
A wide selection of ship types
Random Maps-unlimited variation
A truly challenging Al
Battles Include: Falkland Campaign, Battle of
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“The Grandest Fleet’’ computer game is
for IBM PC. It can be obtained through
your favorite retailer or call;
1-908-788-2799
or by writing to:
QQP-4g5 Highway 202
Flemington, NJ 08822
Copyright 1994 Q.Q.P. All rights reserved.
IBM is a trademark of International
Business Machines.
Circle Reader Service #92
ing to sway you from your con-
quests. The terrible spectacle of
conflict is brought near with deep,
stereophonic sounds, and the mar-
tial beauty of the troops arrayed in
full lines, is resplendent with color,
awesome to behold.
In order to understand combat,
we will look at the battle of one
would-be conqueror versus Liu Bei
near the great Yangtze River. Terr
Tso was a mighty warlord, having
built a mighty host which scattered
his enemies before him. In the
fields near Fehei, Terr Tso deployed his great
army against Liu Bei’s lesser force. At the
crucial stage of the battle, Tso unleashed his
deadly crossbows, their accuracy a telling
blow to the defenders. Firebolts demoralized
the enemy camp; victory seemed at hand.
Unbeknownst to our hero, Liu Bei had
bribed two of Terr Tso’s lieutenants. The
shameless ones changed sides and drove their
former comrades from the field, inciting ru-
mors and causing Terr Tso’s remaining loyal
units to fight amongst themselves in the con-
fusion.
His army crushed, Terr Tso left for home.
Slowly, he rebuilt his forces from the wealth
of his lands and paid tribute to Liu Bei.
Working on the loyalty of his people, Tso
eventually brought his kingdom near its for-
mer prominence. After dealing with lesser
warriors, Terr Tso knew it was time to face
Liu Bei again, and he stopped paying tribute
to his hated enemy. The war began anew.
Knowing of Liu Bei’s prowess on land, Terr
Tso felt that the winds of fate had to blow
differently upon the seas. Secretly, his fleet
crept to the coastal city of Wu, finding Liu
Bei there with his fleet. Liu Bei stood high on
the flagship Dragon’s Fire, his 7'foot frame
laughing at Terr Tso’s smaller fleet. Terr Tso
was unafraid. He had built wisely — his galleys
were armored, unlike chose of Liu Bei. Even-
tually, Tso’s ships caught up to Bei’s smaller,
quicker ships, and 'I'so had his revenge,
though the fighting was bitter. The troops
then landed and captured the city, the de-
fenders of Wu having little stomach for fur-
ther bloodshed. Perhaps Liu Bei could have
defended better, but for a silicon demon, he
fought well and bravely.
In Dragons of Destiny, the enemy is not
always found in the open, but must often be
besieged in mighty fortresses. If the enemy is
ill-prepared, he may be starved out. More
likely is that the assaulting army will soon
have scant rice for the bellies of its warriors
and must conquer the town by force. The
citadel will be surrounded by walls, but these
are only one of the obstacles which will con-
front you. Many questions arise:
Should we use fire and risk dam-
aging the precious citadel?
How loyal are the troops of the
enemy?
Can we climb the walls or must
the attack be through the gate?
Should the cavalry charge when
the walls are breached?
Has the defender dug pits to trap
my valiant warriors?
Do I walk headlong into an am-
bush?
What do I know about my en-
emy and his generals?
The variety of tactical decisions make for a
game which will cause even the veteran gamer
to bite his nails from the tension. Triumph in
Dragon of Destiny is a most fulfilling experi-
ence for any would-be general.
It Is The Teller
Who Makes The Tale
To know why Dragons of Destiny
is so successful, one need merely
look at the careful details spread
throughout. The 3.3 historical
characters become much more
than a series of numbers, each hav-
ing his or her own personality. Bat-
tles can be waged on 22 historical
sites, plus many more at sea. Six
different periods of China’s history all have a
different story to tell, of feats performed over
three generations. You may pit your forces
against Lu Bu, the greatest martial warrior of
the age, avoid the assassination of Yan Baihu,
or the disgrace of Meng Huo, who lost eight
battles. The cast of history is talented and
eclectic, and all are worthy opponents.
The journey would not be complete with-
out chrome, and Dragon ofDestiny\iiss plenty
to spare. Hua Tuo may be .sought for his
famous healing abilities, Political emissaries
may be imprisoned, spies put to death, or
spared by your beneficence. A ruler may be
forced into sudden exile or disowned by his
kinsmen should his conduct be unworthy of
a true leader. You will hear tales of great
Books by Sun Tzu, Mcng De and others,
which, when found, show the Way of Peace
(or War) and raise Intelligence and Political
Acumen.
Mighty Stallions, such as Gray Lightning
and Red Hare, add mobility to a leader’s
forces. A commander riding one of these
historic steeds need never fear capture, even
in defeat. The lucky general wields the Sword
of the Seven Stars or the Black Dragon, whose
menacing blade strikes fear into one’s enemy.
It is the calm ruler who holds the Hereditary'
Seal, where peace reigns. The generous ruler
may even give these powerful items to his
subordinates in his quest for victory.
Many paths, then, make for a rich and
evocative tale of the journey to the Emperor’s
chair. Koei has brought many spices to this,
their diird telling of the tale. For the first
time, it is possible for the worthy gamer to
envision himself as one of the many heroes,
so true is the telling, so rich the background
of the tale. Those marginal warriors who wish
a simple fight, devoid of pa.ssion, lacking in
subtleties, will be overwhelmed by the expe-
rience. On the other hand, those with fire in
their blood, who relish the thought of bat-
tling the best leaders of Chinese antiquity,
will find rapture in The Romance of the Three
Kingdoms. Go now, and conquer.... cgw
Page 166
Coinpiiler Gaming World
\ IBM
>WnF
IBM • CD-ROM ■ AMIGA ■ CD32
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300230
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Blade DestlnyrArkania Vol 1
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1 IBM & AMIGA 1
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Creepers
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300010
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Blue And The Gray
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300030
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Kings Ransom
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Space Hulk
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300092
Global Domination
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[Psvonosis) $31 95
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Body Blows Galactic
(Team 17) $25 95
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Fantasy Empires
(S.5n $37.95
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(Imoressions) $30.95
War In The Gulf
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300237
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Labyrinth Of Time
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Ringworld
(Accolade) $32.95
300167
300175
B-17 Flying Fortress
(MicroProse) $35.95
300271
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(Accolade) $16.95
300176
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(OOP) $29 95
300272
Alone In The Dark
(Interolav) $44.95
300177
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Ultima Underworld 1 & II
(nelnhirift) $29 95
300274
(Orioin) $54 95
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Zool: Ninja Of The 'Nth' Dim
7th Guest
(Gremlin) $32.95
300285
(Virgin Games) $49 95 300188
Arctic Baron
SimAnt
(Silmarils) $23 95
300288
(Maxis) $44.95
300190
Patrician
Inca
(Readvsoft) $26.95
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(.Rierra) $34 95
300196
Might/Magic III: Isles Of Terra
(New World) $35.95 30031 0
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Dragon's Lair
(Readvsoft) $32 95
Star Wars Chess
300262
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Campaign II: SO Years
(Emoire) $29,95
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(Flfto Arts) $29.95
300330
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(Elec Artsl S29 95 300337
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(MicroPfose) S27.95 300121
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(Soft Sorcerv) $44.95 300061
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(Mindscaoe) S31 95
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(Incas Arts) $23 95 300112
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(Code Masters) $27 95.3na379
SEE HOW EASY fTIS TO SAVE UP TQ 50% W YOUR SOFTWARE PURCHASES.
Jusi m In and md Itia coupon in IW» ad (Sated payment method) and wbI send you your introductory padege
long with a copy of your ttrd dsk catalog.
Youooreo to buy Just ONE more selecllon from usintheneid year (Priced SIB. 9S or above) -you may decide to
discortlnue receiving our catalog at any time thereafter. Our regular prices are normaly at least 20% lower than Ihe
suggested retail price. (A shipping and handkng charge wil be added to all orders of S1D0 or less, FREE shipping tor
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FREE Olsir magazine each month. Each magazjne contains 250 Items and can be saved to your hard drive to
:eep an archive of up to 4 months of Items. This will give you up to 1,000 fifferent items to choose from. Each item Is
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ora specific title you can request it In our REQUEST section of the catalog software program.
YOU co«roI wtiat you war« and what you donl want. Use our Easy-Order method of placing your order via your
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Oor BONUS plan is designed to save you 20%-4O% on many of your purchases through oir company. Once you
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P.O. Box 324
Jefferson. Wl 53549-0324
Circle Reader Service #W1
Opponents Wonted
Those wishing to place their own free acis need only send us a postcard (or use the
section of the CGU^I’oll card), letter, h'AX [714-283-3444] or E-Mail (Prodigy
(EXPT40B], CompuServe [76703,622], The Sierra Nenvork at Box 1048, GHnie or
America On-Line at [CGW]). Generally, we run them only once, so send another each
month if you want to keep your name listed! The ads themselves should serve as
reasonable examples as to how to write your own. However,
• Include a brief description of the n’pes ot opponents and games you are interested in
playing. Games being played ocher than direct by modem cii>t be listed (trading save
game disks or even face-to-face).
• Ac least one (po.ssibly more) telephone luimber(s) must be included. Do not forget the
area code and mention whether they are Home, Work or Modem numbers.
• Include your city and state so that people who call you will both: a) have a clue as to
what time zone you are in and b) recognize it when they sec it on their phone bill.
The Neuvorlts
The following are voice contact numbers for many of the various on-line network
services that connect gamers. Call them for more information on these networks.
America On-Line; (800) 827-6364
CompuServe Information Service: (800) 848-8990
Novalink (formally Digital Dreams) Network: (800) 274-2814
GEnie: (800) 638-9636
The ImagiNation Network; (800) IMAGIN-1
Multi-Player Games Network; (800) GET-GAME
National Videotex (NVtel): (800) 336-9096
Prodig)-; (800) 822-6922 x556
USA Today Sports Netsvork; (800) 826-9688
Bulletin Board Systems
Modem Gamers Forum BBS; Home of the Game Matcher Door for finding
head-to-hcad gamers like )'ou. A message area elevated to ever)' modem capable game
known to mankind. Find opponents for games like 688 Attack Suh, Seawo/f, F-29,
Knights of the Sk\', The Perfect General, Comnuvul HQ. Populous, Powermongcr, Tom
Landry Football MechWamor 11, etc. Tournaments, hints, tips, and strateg)’ articles
available, along with patch files and updates for your modem gaming software. Two
versions of '1^2002 on-line (one exploiting the software bugs, one cleaned up game)!
Mention CGW for lung distance validation. Seeking Amiga, Mac and Atari u.sers to
form an e%’en larger opponents base. Running Renegade BBS 7-17 software. Sysop:
King Crumb — Babylon, NY (516) 893-4120, !4.4k, 8-N-l. 24 hour.s.
lf)’ou are looking for the best military PC flight simulators coverage, then )-ou must
check out SimNet based in the San Francisco Bay area. This new network is expanding
nationwide currently with 20 BBS systems around the countr}' and still growing.
SimNet is originating from the Trade Center BBS (SimNet He;Klciu:!rter.s). Call (4 15)
340-0197. There arc four nodes, 2400 to 28800 baud, 24 hours per d;iy. Full access
on your first call, no fees. SysOp: Gabe “Joker" Turk. Modem opponcnis wanted section
online. Over 1.2 Gigs of files, including instant support from Thru,stM;istcr. Inc,
The Dakota Central Telenet BBS in Carrington, ND (58421) is a BBS with many
challenging on-line games and over 30.000 files available to download free of charge.
On-line games include the massive Land of Devastation post-nuclear war RPG with an
available EGA graphic user interface, plus )’ou can battle other traders and aliens in
TradeWars 2002 (tournamenis start frecjucntly). Explore with your character in the
combat-happy RPG Wizard's Arena, and make big booms with others like Nuke War
and Naval Battle. Trivia and card games are also on-line. Huge games file area. Free
accc-ss, with a small fee for total access. 3 nodes; ,300-14,400 Baud, 8-N-l . Call (701)
674-8115, 24 hours a day, 7 days a week.
The Informer BBS under SYSOP John Custer is running flight sim updates, Cracks,
flight sim confercnce,s. 'Fhis is the home of SIM NE'F, the flight sim nenvork of the 510
'Factical Fighter Wing (sponsors of SIM CON 93). We also have a direct link to
'Fhrustmastcr tech support and many pilots to answer your questions. (415) 468-6713,
6714or6715.
Call Linlc C.aesar’s Nigittclub at (4l6) 238-8238. All wargamers should check out
message base #13 for discussions on computer wargaming. Find an opponent or leave
a review. All computer platforms welcome.
The Elfspire Tome is a Fanuis}’ Role-Playing Game M;ister’s resource bulletin board.
We feature rolc-plaving echoes, on-line games, fantasy clip art and much more.
1200-9600 Baud. (415) 595-2387.
The Electronic Estates BBS in Oak laiwn. 11. invites you to join their Tradewar
2002, Global W'</rand C/'«rgamcs. Many files available for downloiui, Netmail, instant
access and more. "A world class, American BBS” (pine 1 1/93). Call (708) 424-6136,
Will you hack anti ski.sh your way through a real-time, multi-user dungeon (MUD)
or aciempt to conquer an entire galaxy? It's your choice when you call The Bacboarcl
BBS in Columbia, MO. Enjoy the true AD&D action of Legends and the profe.ssional
e-mail game VGA Planets (with an off-line VGA interface) or tackle over 30 other
on-line challenges, \nd\\>X\ng,ANSI Pro Football Chat Roulette, BandWarz, role-playing,
strateg)', trivia and c:isino games. Prizes awartled for highest monthly scores, with full
access on your first call (and it’s free)! Two CD-ROMs on-line, with the late.st inqualic)-
shareware games! FidoNet echoes (including GAMING), multiline chat, the adult
role-playing game Wild Side — vi.sit today for the best in multiline diversions! We’re
alw:iys open 24 hours at (314) 446-0475 with 14400 bps supported.
The Delphic Oracle is an all-gaming BBS. Play RPGs {AD&D, GURPS), play-hy-
c-niail games (Diplomacy. ASl), Umpires at lV^r(a Napoleonic on-line g;imc) and other
games on-line. Find modem game players. Gainemasters and players wanted. Simi
Valle)', California (805) 582-9004 [2400 8-N-i] Free access.
File Gaming Connection BBS in Everett, WA specializes in connecting modem-io-
modem players. Give it a call at (206) 742-4044, twenty-four hours a da)'. Join a
Gaming Ladder :ind make new friends to challenge. Empire Deluxe and Harpoon
scenario.s, plus access to everything (including over 5,000 files) available on your firsi
cill!
By Area Code
Grognards, unite! Rather mat ure gamer (who confesses to remembering initial release
of Avalon Hill’s Gettysburg is .stranded in the wilderness of LiGrange Park. 11. and
wants to find other wargamers familiar with Aide de Camp. Hopefully, we can pl;iy
some Flat Top — electronic, double-blind. Also looking for a good, long session of
Grigsby’s Pacific War to play by file transfer (I’m not only willing, but eager to be the
next Nagiimo). Byron Inglcsh, CompuServe [73322,203].
Miami, FL player throws down his gauntlet to anyone who challenges him in a game
of Battle Chess (cither disk or CD-ROM). If you have a network with Internet acce.ss,
respoiKlatCJHM22A@PRODIGY.COM or call Stephen HertzatH-(305) 448-8425.
Seeking local opponents for modem gaming. Will play The Perfect General F-15 HI
and many others. Call me in Syracuse, NY at H-(31 5) 622-2204. Ask forjerr)’ anytime
betsveen Sam and 10pm.
Looking for a local opponent to meet for face-to-face game of CLtsh of Steel Warlords
//or other hoard and computer wargames. I’m in Flartf'orcl Count)', MD. Call Josh at
H-(4i0) 939-1021,
Seeking modem gamers in the Omaha area for F-IS HI. Seawolf, Command //Qand
others. Call Greg Seewald at H-(402) 597-2837.
0]i])onents sought for Empire Deluxe. Conquered Kingdoms. The Pefect General and
Global Conquest. Will also play other modem capable games (1 havea PPI 14.4 modem).
1 can't afford long distance, but will consider PC Pursuit. Contact Gene Gooldy
between 12pm and 10pm any day at H-(4l0) 923-6188 in Anne Artmdcl Couniv,
MD.
l.ocal modem opponent wanted for almost any fliglu .sim or Robosport. Call Al (The
Chee.sy) at H-(4l 5) 593-1989 in the San Fntncisco hay area,
Wanted in the San Francisco area: Ficad-co-he;Kl Falcon 3.02.1/MiG 29 1. 01 phiycrs.
Will also play /■'/5////7'wvW«. 1 can play at speeds up to 14400 ILtudandam amember
of the 510 Tactical Fighter Wing. All challengers welcome. Gill H-(4!5) 468-2021.
Local (Contra Costa County, CA) modem opponents wanted for Falcon 3.01 (or
allied) and The Perfect General Contact Joseph “Joe Cruise” in Concord, CA at H-(5 10)
827-0283 anytime. Beginners are more chan welcome! I have lots of free time, so if you
are interested in :inochcr game, or want to play face-to-f;iee in any game of your choice,
please call.
Novice players Falcon 3.0 mA MiC-29'i.K being sought in the Austin, TX area. I
have never played either of these games bv modem, but am eager to try. Modem speeds
up to 14.4k supported. Call Mark Mills at H-(5I2) 474-5505.
Managers wanted for 20-team, Fidl Count Baseball p\\\y-hy-m\\\\ league. Contact Bill
Hartmann at: GCBF, P.O. Box 260171, Bellerose, NY 1 1426-0171 or call bc}hre8pm
ILSTat H-(516) 825-0057.
Seeking local opponents for Command HQ, 688 Attack Sub, T/te Perfect General or
any other game of your choice. Please c:ill David in the Vancouver/Lower Mainland
area and let’s do battle. Phone me at H-(604) 264-7998,
Seeking local opponents for Command HQ or The Perfect General in the Chicago
area. Contact Joe at H-(7()8) 782-6272 evenings.
Brigadier General “Shifty" Pierre challenges you to battle in T/tc Pefect General The
battle "Stuck in the Middle Again, ’’ short game, partial sighting, random hit. It doesn't
matter where you live, I have PC I’ursuit and I'll phone you. Or, what about a war for
control of the planet in Empire Deluxid CGW Tournament rules, Wrap on. 1 live near
Chic;igo. Voice: H-(708) 479-4344; BBS: (815) 886-0109.
Local opponents sought for The Perfect General Falcon 3.02 and ocher games in the
NYC area. Coinacc Lorenzo “Wren" Lamberty at H-(718) 597-3588 anyrime after
4pni.
Seeking opponents for modem play in the Colorado Springs, CO area. I would love
to pla)’ The Perfect General Empire Dchcce, Modem Wars, Knights of the Sky at an)'thing
you've got a hankering to lo.se at (hehehe). Contact Steven Woodcock at either of the
following: H-(719) 392-2975 or by email via the InccrNet at: swoodcoc@oldcolo.coin
Local opponents wanted for Falcon, F-15 HI or Tornado. Call Rod in Memphis, FN
at H-(90 1 ) 527-8764 or W-(9() I ) 525-2557.
Opponents wanted in the Longview, TX area for Conquered Kingdoms by modem. I
am also interested in any type of modem strategy game. GUI Bill Anderson at H-(9(13)
66.3-2! 21).
Mediocre Empire Deluxe jU.nycr seeks same for modem or email contest. Ask for
Johnny at H-(909) 676-7251.
Looking for PBEM opponents for Second Front, G/n-rVr.S'rn'/'rorjust about any oilier
wargame. Contact Ernest Calridge in the Toronto area after 6pni at H-(905) 238-8238.
Seeking local opponents for modem game playing. Will pkiy F-15 HI (soon to get
Falcon 3.0). Call me in NYC. Beeper #, call any time (917) 858-6496. Will call b;ick
as soon :is possible. CGW
Page 168
CoiniJiiler Gaming World
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Circle Reader Service #43
April 1994
Page 169
119
95
121
41
108
40
96
35
33
84
37
65
34
82
120
71
59
66
64
57
63
73
43
68
56
72
75
36
47
42
44
88
81
11 £
74
11 £
38
10£
77
67
90
49
P<jge
Advertisers’ Index by
Games & Products
Product
Company
Page
1942 Pacific Air War
MicroProse
118-119
Aces Over Europe
Sierra Dynamix
3
Action Replay
Advanced Console Technologies 153
Al Oadim
Strategic Simulations, Inc.
17
Arena
Belhesda Softworks
49
Armed And Dangerous
Games
Titan Games
43
Axis
Baseline Publishing
107
Battle Drome
Sierra Dynamix
4-5
Best Girlfriend
Aldealabs
58
Best Neighborhood Ever
Activision
36
Bio Forge
Origin Systems
Cover 4
Blake Stone, Allens of Gold
Apogee
143
Breach 3
Impressions
83
Busiest Neighborhood Ever
Activision
36
Comanche CD
Nova Logic, Inc. /EA
132
QEMM Game Packs
Quarterdeck
135
Cyberman
Logitech
37
Cyberstrike
GE Information System
27
D-Day
Impressions
85
Daemonsgate
Imagitec Design Inc.
53
Dark Legions
Strategic Simulations, Inc.
19
Disciples of Steel
FormGen Corporation
Cover 2
Doom
ID Software
Cover 3
Dragon Knight 111
Megatech
59
Electronic Shopping
Mall BBS
Cape Cod Connection
169
Epic Pinball
Epic Mega Games
9
Falcon & MIG
Commander Utilities
Keyboard Commander Corp.
146
Falcon Mach V
Falcon Northwest
7
Quackers
Mallard Software
41
G.O.R.G.
Microforum
69
Game Player TV
AITech International
113
Gaming Forum
CompuServe
47
Growth And Adventure Sw,
Blue Valley Software
169
Hollywood Mogul
DeVuono DeVuono Games
65
Indy Car Racing
Papyrus Publishing
51
Inherit The Earth
New World Computing
91
Interplay's 10th Year
Anthology
Interplay
147
Isle of the Dead
Merit Software
57
Judgment Rites
Movie & Sound Pack
Interplay
31
Kingmaker
Avalon Hill
25
Lands Of Lore
Virgin Games
111
Legends
Midnight Games
169
Legends of Future Past
Inner Circle Technology
175
Lunicus
Paramount Interactive
23
Mail Order Edutainment Sw.
Computer Express
86-89
Free
Info. #
Product
Company
Page
79
Mall Order Multimedia
Products
Multimedia Specialist
129
52
Mail Order Peripherals
Direct Way 3000
52
46
Mail Order Products
Chips & Bits
70-79
48
Mail Order Products
Computer Express
140-141
78
Mailorder Products
Mission Control
172-173
93
Mail Order Products
Sideline Software
58
101
Mail Order Products
Software Express
167
103
Mail Order Products
Spectrum Electronics
126
102
Mega Race
Software Toolworks
127
91
Microcosm
Psygnosis
122-123
76
Microforum Family
of Products
Microforum
114-115
61
Mortal Kombat
Hi - Tech Expressions
179
115
Myst
Broderbund
148-149
80
NVN
National Videotex Network
61
97
Outpost
Sierra On-Line
44-45
54
Oxyd Magnum
Dongleware Publishing
151
45
Pax Imperia
Changeling Software
163
87
PBM Magazine
Paper Mayhem
169
30
Pinball Fantasies
21st Century Entertainment
125
32
Powered Partner 622
Acoustic Research
99
39
Pre-owned Software
Bare Bones Software
169
Ravenloft
Strategic Simulations, Inc.
15
98
Reel Magic
Sigma Designs, Inc.
29
69
Romance of the Three
Kingdoms
Koei
157
55
Seawolf
Electronic Arts
100-101
94
Sierra Products
Sierra Direct
96-97
50
Sound Blaster 16
Creative Labs
63
117
Star Trek: 25th Anniversary
Interplay
137
86
Strike Commander
Origin Systems
121
Subscriptions
Computer Gaming World
67
92
The Grandest Fleet
Quantum Quality Products
165
51
The Horde
Crystal Dynamics
38-39
121
The Infinity Machine
REM Software
48
107
Thrust Master Controls
Thrust Master
162
62
Tigers on the Prowl
HPS Simulations
161
31
Tuneland
7th Level Inc.
145
99
TV Gamer Plus
SIIG
55
60
Ultimate Role-playing Aid
Gosselin Computer Consultants 126
114
Ultrasound
Advanced Gravis
154-155
100
Universal Cockpit
and Joystick
Simulations Systems
64
58
Pre-owned Games
Gamer’s Gold
177
70
Soundman
Logitech
35
85
Wings of Glory
Origin Systems
11
83
Wolf Pack
Nova Logic, Inc./EA
133
’ No Reader Service Number. Please call advertiser for information.
Computer Gaming World
30
31
32
34
33
121
114
35
36
37
38
39
40
41
42
115
43
45
46
47
49
48
50
51
44
52
54
55
56
57
58
59
60
61
62
63
64
65
66
67
IK
111
Advertisers’ Index by
Company
Free
Company
Product
Page
Info. #
Company
Product
Page
21st Century Entertainment
Pinball Fantasies
125
118
Interplay
Interplay's 10th Year Anthology
147
7th Level Inc.
Tuneland
145
68
Keyboard Commander Corp,
Falcon & MIG Commander Utilities 146
Acoustic Research
Powered Partner 622
99
69
Koei
Romance of the Three Kingdoms 157
Activision
Busiest Neighborhood Ever
36
70
Logitech
Soundman
35
Activision
Best Neighborhood Ever
36
71
Logitech
Cyberman
37
Advanced Console
Action Replay
153
72
Mallard Software
Quackers
41
Technologies
73
Megatech
Dragon Knight III
59
Advance Gravis
Ultrasound
154-155
74
Merit Software
Isle of the Dead
57
Aldealabs
Best Girlfriend
56
75
Microforum
G.O.R.G.
69
AlTech International
Game Player TV
113
76
Microforum
Microforum Family of Products
114-115
Apogee
Blake Stone, Aliens of Gold
143
119
MicroProse
1942 Pacific Air War
118-119
Avalon Hill
Kingmaker
25
77
Midnight Games
Legends
169
Bare Bones Software
Pre-owned Software
169
78
Mission Control
Mail Order Products
172-173
Baseline Publishing
Axis
107
79
Multimedia Specialist
Mail Order Multimedia Products
129
Bethesda Softworks
Arena
49
80
National Videotex Network
NVN
61
Blue Valley
Growth And Adventure Sw.
169
81
New World Computing
Inherit The Earth
91
Broderbund
Myst
148-149
82
Nova Logic, Inc. /EA
Comanche CD
132
Cape Cod Connection
Electronic Shopping Mall BBS
169
83
Nova Logic. Inc./EA
Wolf Pack
133
Changeling Software
Pax Imperia
163
85
Origin Systems
Wings of Glory
11
Chips & Bits
Mail Order Products
70-79
84
Origin Systems
Bio Forge
Cover 4
CompuSen/e
Gaming Forum
47
86
Origin Systems
Strike Commander
121
Computer Express
Mail Order Edutainment Sw,
86-89
87
Paper Mayhem
PBM Magazine
169
Computer Express
Mail Order Products
140-141
88
Papyrus Publishing
Indy Car Racing
51
Computer Gaming World
Subscriptions
67
90
Paramount Interactive
Lunicus
23
Creative Labs
Sound Blaster 16
63
91
Psygnosis
Microcosm
122-1 23
Crystal Dynamics
The Horde
38-39
92
Quantum Quality Products
The Grandest Fleet
165
DeVuono DeVuono Games
Hollywood Mogul
65
120
Quarterdeck
QEMM Game Packs
135
Direct Way 3000
Mail Order Peripherals
52
121
HEM Software
The Infinity Machine
48
Dongleware Publishing
Oxyd Magnum
151
93
Sideline Software
Mail Order Products
58
Electronic Arts
Seawolf
100-101
94
Sierra Direct
Sierra Products
96-97
Epic Mega Games
Epic Pinball
9
95
Sierra Dynamics
Aces Over Europe
3
Falcon Northwest
Falcon Mach V
7
96
Sierra Dynamics
Battle Drome
4-5
FormGen Corporation
Disciples of Steel
Cover 2
97
Sierra On-Line
Outpost
44-45
Gamer’s Gold
Pre-owned Games
177
98
Sigma Designs, Inc.
Reel Magic
29
GE Information System
Cyberstrike
27
99
SliG
TV Gamer Plus
55
Gosselin Computer
Ultimate Role-Playing Aid
126
100
Simulations Systems
Universal Cockpit and Joystick
64
Mail Order Products
167
Hi - Tech Expressions
Mortal Kombat
179
127
HPS Simulations
Tigers on the Prowl
161
Mail Order Products
126
ID Software
Doom
Cover 3
Ravenloft
15
Imagitec Design Inc.
Daemonsgate
Al Qadim
17
impressions
Breach 3
Strategic Simulations, Inc.
Dark Legions
Impressions
D-Day
85
Thrust Master Controls
Inner Circle Technology
Legends of Future Past
175
Armed And Dangerous Games
43
interplay
Star Trek; Judgment Rites
Movie & Sound Pack
109
Virgin Games
Lands Of Lore
111
Interplay
Star Trek: 25th Anniversary
137
■ No Reader Service Number. Please call advertiser for information.
corvxRoi.
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Doom Shareware 9
Dragon Knight 3 43
Eagle Eye Mysteries London ..35
Earth Invasion Windows 27
Eight Ball Deluxe 32
Elder Scrolls The Arena 43
Empire Deluxe 37
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Empire DIx Scenario Builder..22
Eye of Beholder 1,2,3 Bundle ..52
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Falcon 3.0 Mig29 37
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Fatty Bear's Fun Pack 24
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Fleet Defender F-14 Tomcat ..50
Flight Light 22
Flight Sim Toolkit Windows 59
Front Page Football Pro 47
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Harpoon2#2WESTPAC 30
Harpoon 2 Scenario Editor...,30
Heirs to the Throne 37
Higli Command 47
Incredible Toons 32
IndyCar Racing 42
Isle of tile Dead 37
Jeopardy Alex 27
Jurassic Park 37
Kasparov's Gambit 39
Kid Pix 37
King Maker 37
King's Quest 6 47
King's Ransom 37
King's Table 27
Kingdoms of Germany 37
Kronolog Tlie Nazi Paradox ...43
LeasureSuit Lari’yB 43
Legend Kyrandia 2 Hand Fale40
Unks386 Pro 42
Links Course Banff Springs ...22
Links Course Innisbrook 22
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Lucky's Casino 40
Master of Orion 45
Meadowlark Bridge Windows 39
Mechamander 40
Metaland Lace 34
Metaland Lace Upgrade 6
Microsoft Arcade Windows....34
■ ■ ■ ...45
Sailing Simulator III VGA ...
MM 2 Day of Tentacle
Mortal Kombat 4U
New York Scenery Disk 34
NFL Coaches Club Football 43
NHL Hockey '94 43
Oper. Crusade Nortii Africa...47
Pacific Strike 50
Sam & Max Hit The Road 37
San Francisco Scenery Disk ..32
Shadowcaster 45
Siege Walls of Rome 40
Sim City 2000 43
Sim Farm 35
Slater & Charlie Go Camping 32
SSN-21 Seawolf 45
Star Reach 37
Star Trek Judgement Riglits..57
Street Fighter II 57
Strike Command Mission 1 22
Strike Commander 39
Strike Commander Speech ...t
Strip Poker Pro Disk 1-8 ca....20
Stronghold 40
Sub Wans 2050 38
SVGA Harrier 52
Flight Stick Pro CH Products ..65
Formula T1 ’ig
G Force Yoke 59
Gameport 111 Automatic 34
Mach 1 17
PC Command Control 19
Rudder Pedals 115
Virtual Pilot 65
Weapons Conlrolier Mark 2....99
Police Quest 4
Powerboating Simulator II
Prince of Persia 2
Privateer
Privateer Mission Oiskl...
Privateer Speech Pack
Pro League Football
Putt Putt Goes to (he Moon,
Putt Putt Joins the Parade
Putt Putt's Fun Pack
Quarterpole ..
Quest for Glory 4
Railroad Tycoon Deluxe
Real Weather Pilot
Red Crystal ....
Return to Zorl
Rules of Engagement 2
M
Synriicatr
37
Sound
..61
Svndlcato American RDvolt„..25
,.35
T2 Arcade Game
V)
Sound'
43
Terminator Rampage
43
Sound
49
Tlie Blue and The Gray ....
,, 43
Sniindr
45
The Great War 1914-18
4/
hV
TheMerchanl Prince
4U
Vnicfi H
..22
Tigers on the Prowl
42
Ad Lib Gold 100’'
dIS”
pi^^Bjasterie
Galaxy NX Pro16.„
Machine Sound Kit
..,.695
1I.595
,„.595
79
...122
...258
,...159
99
„„I29
.,,,37 Tom Landry Football Deluxe ,.32
Tornado
Ultima f: file Serpent isle ..
Ultima VII Silver Seed
Ultima VIII Pagan
Ultima VIII Speech Pack
Unlimited Advcnlures
Unnatural Selection
Unnecessary Roughness
V Victory 4; Gold Juno Swoi
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Wing Commander & Ultima 6 39
Wing Commander kademy ..32
Wizardry Trilogy 2 37
World Circuit Grand Prix 37
WWiI Battles of South Pacific 37
XWingMD2BWing 22
X-Wing 42
X-Wing Mission Disk 1 22
ACM Game Card 35
Analog Plus 27
Flight Control Pro 115
Flight Control System 69
Fliglit Control Yoke 69
Flight Slick 39
Art of the Kill.,
Cybei’Man
Gamebiaster..
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Taking
A PEEK
A quick look at titles
now appearing on
a store sheif near you.
Bethesda Softworks
PO Box 7877
Gaithersburg, MD 20898-7877
(301) 963-2002
THE ELDER SCROLLS— ARENA: This
role-playing epic looks like a cross between
Ultima Undenuorld and Might and Mape:
World ofXeen, and continues a tradition of
involved, in-depth role-playing games wliile
pushing the edge of the 3D envelope, espe-
cially in the realm of light-sourced graphics.
This may well be the “biggest” world, in terms
of game play, that will reach store shelves this
year. Not only is the game world huge, but
Arena is only the first chapter of a series of
games that will connect to each other a 4rNew
World’s World of Keen. Although its interface
is less than fully intuitive, role playing fans will
find the stor)'line and game world rich and
compelling. IBM (569.95). Circle Reader
Service#!.
Capstone Software
Airpon Corporate Center
7200 Corporate Center Dr., Suite 500
Miami, FL 33126
(800) 468-7226
TRUMP CASTLE 3 CD-ROM: The CD-
ROM conversion of Trump Castle 3 might
offer extra glitz with better SVGA graphics
and modem/nenvork play, but it is still the
same game found on the floppies. Like the
original, the package gathers a gaggle of gam-
bling games, including poker (both video and
table), blackjack, roulette, keno, baccarat,
craps and a variety of slot machines. A custom
face maker lets you define the look of the
character that interacts with the toys at Don-
ald’s palatial pad. IBM CD-ROM (559.95).
Circle Reader Service #2.
The Elder Scrolls: Arena
Trump Casllc 3 CD-ROM
Compton’s New Media
2320 Camino Vida Roble
Carsbad, CA 92009
(619) 929-2500
USA WARS— WORLD WAR II: No,
Compton’s hasn’t suddenly decided to start
marketing wargames. Wlnit we have instead
is BlitzQniz, a multimedia quiz show for 1-2
players, where your knowledge of WWII can
make the difference between winning and
losing against historical personalities. While
the trivia is interesting, the game seems more
suitable for those with a historical bent. 2,000
pliotographs give a good overall pictorial view
of U.S. involvement in WWll, backed up by
the biographies and battle descriptions you
expect from a multimedia product. A good
attempt at making history accessible to the
masses. IBM, IBM Windows (539.95). Circle
Reader Service #3.
Deadly Games
275 Community Drive
Great Neck, NY 11021
(516) 482-4000
U-Boal
Shih Dno
U-BOAT: This submarine simulator for the
reflex-challenged is a fine addition to Deadly
Games’ stable of Macintosh “strategy simula-
tors.” Like their Bomhert\i\<\ Md, U-Boat^wes
you a command perspective with a full, simu-
lated crew in support. As it was during WWll,
operations on a submarine are a game of
patience, once described as “long stretches of
monotony punctuated by minutes of slieer
terror.” Fortunately, time can be compressed
so you can quickly get to the “sheer terror” ol'
your tours of duty and confront what lies on
the ocean’s surface. Easily learned, with a
strong “you are there” feel, f/-5o/rr incorpo-
rates the details in such a clever way that the
challenge always lies in using proper tech-
niques rather than fighting the simulation’s
mechanics. The terrific sound effects particu-
larly enhance the game play experience.
Macintosh (559.95). Circle Reader Ser\’ice
#4.
Digital Empires Inc.
313 East Willow Street Suite 314
Syracuse, NY 13203
(315) 479-6244
SHIH DAO: Certain games have the insidi-
ous quality ofsuspending time while you play,
and Shih Dao is one of them. Tiles, randomly
selected, must be placed by pattern or color in
order to form sets of four and make the high-
est po.ssible score. Much more difficult than
it sounds, the game is good both for those
short coffee breaks, or simply for those who
have trouble sleeping. Fans ofothcr tile-based
games such as Ishido should find that their
game-playing pattern will make a perfect
Page 174
Coiupitier Gamiiii; World
“...A remarkably rich playground for
modem-owning role-players. ”
(Computer Gaming World, Aug. 1992)
“...no other game... captures the true
essence of roleplaying like this one.”
(Computer Game Review, Oct. 1992)
for
the
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Circle Reader Service #67
march with this game. IBM Windows (Share-
ware, registered version $20.00, ofFering more
screens and tile sets). Circle Reader Service #5.
Dongleware Publishing, Inc.
35 Howard St.
Cambridge, MA 02139-2909
(617) 497-1130
OXYD MAGNUM: When Ox)‘i/w3.s first
released, it gained much acclaim from brain-
gamers. Now, this new, enlarged version for
1994 offers more, and more vicious, puzzles.
The goal is to “mouse” your marble in the
right direction and speed in order to hit
bumpers in a maze, 'fhese bumpers must be
properly matched, which means discovered
and remembered, much like the classic game
Concentration. Of course, perils abound, so
you must roll over helpful objects while avoid-
ing nasty marble killers. The puzzles begin
easily enough for those new to Oxyd, but they
are absorbing and will quickly pull players
deeper and deeper into its 100 devilish mazes.
IBM and Macintosh ($59.95). Circle Reader
Sei'vicc #6.
Expert Software
P.O. Box 144506
Coral Gables, FL 331 14-4506
(305) 448-2074
EXPERT QUIZ SHOW FOR WIN-
DOWS: When there is a trivia game going on,
everyone seems to have the answers. Fortu-
nately for those who enjoy the more trivial of
pursuits, this product has r\vo things to rec-
ommend it. First, the questions ate noto^ the
all-too-easy, lowest-common-dcnominator
type. They are, in fact, a good assortment of
questions that a college-educated player
would have known the answer to at one time.
Its second strength is its price, a pittance at
$14.95. Unfortunately, the answers must be
perfectly spelled and hyphenated or the pro-
gram will count them as incorrect. While this
can be annoying, the game’s gameshow ap-
proach and its ability to create a database of
correct answers for each game make it a cut
above the average trivia game, IBM with Win-
dows ($14.95). Circle Reader Service #7.
Gamctck, Inc.
2999 N.E. I91st Street, Suite 500
North Miami Beach, FL 33180
(305) 935-3995
FRONTIER— ELITE 2: The universe of
space games continues to expand with this
long-awaited sequel to Elite. In the tradition
of Dog, Space Rogue x\n(\ Starjlight, Fron-
tier up an EMORMOUS universe in
which you can explore, fight, trade and estab-
lish a reputation with various political alli-
ances. ’I'hough its polygon graphics and
iconic interface have some rough edges, there
Oxycl Magnum
Expert Quiz Show For Windows
Frontier-Elite 2
NFL 94
are many, many hours of exploratory game
play here, putting Frotitierm that category of
insidious adventures that can become less of a
game, and more a way of life. Amiga, IBM
($64.99). Circle Reader Service #8.
NFL ’94: For those gamers who wish the
football season would never end, Konami has
revamped its old NFL game to include VGA
graphics and better sound. Be careful install-
ing though, as even the myriad of sound
drivers included fail to solve all of the com-
patibility problems. Additionally, the game
tries so hard to be a faithful reproduction of
NFL football, that it takes almost as much
time to play a game as it would in real life. A
mouse is supported, but the keyboard is the
true interface here. All the obstacles a poten-
tial coach could face arc included, with pen-
alties being handled pretty well, as they are
supposedly based on individual team tenden-
cies. Injuries affect not only a single game, but
can have far-reaching effects in league play, a
nice touch — provided it happens to die other
guy’s team, of course. Front Page Sports Foot-
ball fans will probably punt, but others might
want to give NFL ’94 a second look. IBM
($59.95) Circle Reader Service #9.
Interplay Productions, Inc.
17922 Fitch Ave.
Irvine, CA 92714
(714) 553-6655
THE CLASSIC 5: They play more than
Checkers next to this virtual pot-bellied stove.
From the 1 7th Century comes Backgammon,
offering a choice of offensive or — dare we say
it — defensive styles of play. The main prob-
lem is that it doesn’t really matter which style
the computer plays — it lacks depth. Bridge is
the token card game, and while it isn’t bad,
we would have preferred Rummy, or even
Whist, dahling. The Chess algorithm here
will hardly be contused with Interplay’s Battle
C/jesj engine, but it does play an entertaining
gatne. Go was a pleasant surprise, and kept
our interest for a while. Would-be casual
strategists would enjoy Checkers the most, as
it features an engaging and opportunistic AI.
The VGA graphics are largely wasted, as arc
the sounds, which arc primarily SoundBlaster
wake-ups in PC Speaker-land. For those tired
of shuffling cards and rolling dice, it offers
familiar gaming friends in a single package.
IBM ($49.95). Circle Reader Ser\'ice #10.
Mallard Software, Inc.
3207 Justin Rd.
Flower Mound, TX 75028
(214) 539-2575
FAST ACTION PAQ— THE FIRST
CHALLENGE: Long known for their avia-
tion and space .simulation products. Mallard
Pcif’e 176
Compuler Gcuniuii World
USED IBM GAMES
COMPLETES VIRUS FREE
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A-TRAIN
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BARDS TALE 2
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HOYLE'S BK GAMESV0L1
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HOYLES BK GAMES VOL 3
HUMANS
HUNT RED OCTOBER
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INCA
INCREDIBLE MACHINE VGA
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ISHIOO
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We vrant your rarrait iBed gomes
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coll (or QVilMruDtian bofort sluing or
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In Canada, call 605-339-2060
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EYE OF BEHOLDER 3-CD
M17A STEALTH FIGHTER
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Prices <5 availability subject to
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Circle Reader Service 1158
has just hatched a new line of games called
Qjmekers. The premier offering is a compila-
tion of four Windows action games entitled
Fast Action Pnq: The First Challenge. Included
in this quatuor of titles arc: Flak Attack (a
Paratrooper dciWfA) which puts you in charge
of a flak cannon defending a military outpost;
Bubble Trouble (a variant of Asteroid^ placing
you at the helm of a starship caught in the
midst of roving subspacc vortices; Mole’s
Qmr where you direct the antics of Monty
the Mole as he hunts for his misplaced belong-
ings; and Bot, which pits you against heavily
armed robots. Of these four action games,
Mole’s Qiiestis the only truly memorable title.
Ail of the games have a decidedly shareware
look and feel to them, but for the price, it is
an interesting collection. IBM with Windows
(S34. 95). Circle Reader Service #1 1 .
Masque Publishing, Inc.
P.O. Box 5223
Englewood, CO 80155
(303) 290-9853
SOLITAIRE ANTICS: There are ants on
my desktop! Ants on my desktop! Quick,
hand me the Raid!! Whoa! Wait just a minute.
Those ants are supposed to be there. Solitaire
Antics\% full of them and you don’t have to be
an anteater to enjoy them. 'I’his humorous
collection of solitaire card games, 21 in all,
offers some of the most popular solitaire
games (Klondike, Golf, Canfield and Yukon)
with three levels of difficulty to choose from.
Win a game and you’re treated to one of 55
entertaining animated “ant-ics” on screen.
Four card decks are available to choose from;
eleven Windows wallpapers are provided for
backgrounds. You can even play music CDs
through the game’s interface. Whether you’re
an entomologist or not. Solitaire Antics is one
fun, quality title guaranteed to “kill’em dead.”
IBM, IBM with Windows and Macintosh
($24.99). Circle Reader Service #12.
MicroLeague Interactive SoftAvare
University' Office Plaza, Bellevue Bldg.,
Suite 201
262 Chapman Rd.
Newark, DE 19702
(800) 334-6572
HANNIBAL: Scipio Africanus and Jesus
didn’t exactly have the same definition of “salt
of the earth.” The former used salt to destroy
the fields of Carthage and the latter used the
expression to talk about enhancing life. This
product, a German import from Starbyte Soft-
ware, meets neither definition. An unbeliev-
ably detailed examination of the Second
Punic War, the game certainly qualifies as a
magnum ty»z«with its daily (yes, daily) game
turns, and circa 700 towns through which one
Fast Aclion Paq: The First Challenge
Solitaire Antics
Hannibal
The Joker
must move armies (and elephants) in an intri-
cate point-to-point web of movement. Lead-
ers can do eveiything from counting noses in
the ranks to setting diplomatic, economic and
taxation policies. This in-depth examination
of this broad reaching ancient war has put a
lot of power in the user’s hands, but the gamer
is forced to wear so many hats that movement
of troops is virtually impossible, much less
combat. Even devotees of the subject will find
that Hannibal had an easier time getting ele-
phants over the Alps, than they will have in
figuring out this muddled simulation. IBM
($49.95). Circle Reader Servdcc #13.
Octave Systems Inc.
504 A Vandell Way
Campbell, CA 95008
(408) 866-8424
PUZZLEMANIA: If you and your pet have
a standing disagreement about whether you
can leave jigsaw puzzles unattended, this
product may help you out. 24 cartoon frames
have been immortalized, from Bananasaiir
Blab to Sam’s Secret Sauce, in classic puzzle
form for your Windows delight. A nice touch
is that the puzzles are cut in large pieces for
youngsters, medium-sized for intermediates,
and eye-strainingly small for fanatics, 'fo keep
interest after all the puzzles are finished, a
“mystery puzzle” offers no clue as to which
cartoon it is, requiring a bit more time to
finish. On-line hints, partial solutions, and
the obvious convenience of saving the puzzle
to the hard drive make for a fine tension-re-
leasing product. If something .seems to be
missing, you can always let your pet chew on
the game box. IBM Windows ($29.95) Circle
Reader Serv'ice #14.
Raymond Lueders Studio
P.O. Box 755
Streamwood, IL 60107
(708) 697-9400
THE JOKER: Pranksters of the computer
world, rejoice! Out of Raymond Lueders Stu-
dio comes a sneaky program that will make all
your friends believe they’ve crashed their hard
drives. This maniacally grinning program sur-
prisingly supports SVGA and requires 1 1 MB
hard drive space. After installation, you gain
the ability to quickly download virus-like joke
routines onto other computers via floppy
disk. After your (former?) friends calm down,
you can assure them that, unlike real viruses,
these programs go away. An interesting side-
effect of The Joker is that you may use it on
your own system as a security measure. Hu-
morous, although not for the faint-of-heart.
IBM ($29.00). Circle Reader Seiwice #1 5.
Page 178
Compuler Ginning World
Prepare for Kombcit on your PC!
Experience all the action of the arcade sensation!
FREE
Mortal Kombat Tattoos
in every box.
iMTIcri nni
entertainment, in c.
Distributed by UltroTech
To order see your local retailer/ or call 1 -800*447 -6543 (MC/VISA/ AMpC).
Mortal Kombat is available for the Amiga and IBM/Tandy & 1 00% compatible PCs.
MIDWAY Mortal Kombal 'g' 1992 licensed (tom Midway Manufacluting Company. All tights reserved. Distributed under license ftom Actloim Enleflainment, Inc. by Ubrolecli (212) 941-1221.
Circle Reader Service H6 1
RJ Best
5214-F Diamond Heights Blvd., Suite 701
San Francisco, CA 94131
(415) 252-6464
CITADEL OF THE DEAD: What a flash-
back! Some of us actually remember the very
first Wizard)-)! game, where a brave party of
adventurers returned again and again to a
single dank dungeon. In this bit of budget-
ware, players will enjoy a similar romp, al-
thoLigb in 256 colors. Like the Wizardry
games of old, graph paper is required as there
is no auto-mapping feature. Real CRPG
gaincis can make their own maps, and for 13
levels of exploring, hacking and puzzling fun,
your party of four can be playing with nary a
scant look at the docs. For those seeking in-
stant dungeon gratification at reasonable
prices, a new gauntlet has been hurled.
Macintosh ($24.95). Circle Reader Service
#16.
Swfte International, Ltd.
Stone Mill Office Park
722 Yorldyn Rd.
Hockessin, DE 19707-8701
(302) 234-1740
THE NEW BICYCLE CD-ROM COL-
LECTION: This vet)' respectable collection
of four basic types of card games offers more
than might first appear. In each category
(cribbage, bridge, poker and solitaire), there
are options and variations that provide a com-
fortable amount of personal “suit”ability for
any player’s taste. With a typical Windows
interface, the sounds and animations are
sharp, and game histories, rules and next-play
suggestions are always just a mouse click away.
We were particularly impre.ssed with the un-
expected breadth of the poker game (where
you can choose to play baseball and define
your own wild cards) and the inclusion of 50
different solitaire games. Now all we need is
more time to kill. IBM CD-ROM ($49.95).
Circle Reader Service #17.
Three-Sixty Pacific, Inc.
2105 S. Bascom Ave., Suite 165
Campbell, CA 95008
(800) 653-1360
VICTORY AT SEA: Amid great anticipa-
tion, James F. Dtinnigan’s epic on the Pacific
1 heatre in WWII finally makes it to your
local software store, but only on the Macin-
tosh for the time being. Hard to argue with
the research, since it was done by Al Nofi,
noted historian and long-time associate of
Dunnigan since their Strate^ & Tactics maga-
zine days. Despite the obvious similarities to
Gary Grigsby’s Pacific War, Dunnigan’s work
is certainly .spiced differently. Lots ofdigitized
military film footage gives, at times, a neo-
documentary feel. Mac graphics, especially in
wargames, are often overblown, but here they
are detailed and effective while still gorgeous.
As one might expect, the scope of the game is
so vast that it will take some time to assimilate
the experience. Even with the intuitive icon-
driven interface and a hefty reference manual,
figure on a long learning curve with this one.
Mac ($79.95). Circle Reader Sendee #18.
Cilcidel of the Dead
The New Bicycle CD-ROM Collection
Victory At Sea
Rinhafl Fantasies
Scenery Italy I . I
2 1 St Century Entertainment, Ltd.
P.O. Box 4l5
Webster, NY 14580
(716) 872-1200
PINBALL FANTASIES; The European
pinball wizards of 21st Century sure play a
mean, fast and frenzied pinball. Fantasies hzs
the colorful sights, sounds and intricate table
designs of the original Pinball Dreams, but
also includes new features that make the
games easier to play. Among these features are
a hi-res mode that enables you to view half of
the table at a time (as opposed to only a third)
and several screen scrolling options (soft, me-
dium, hard) that allow you to customize the
scrolling motion to your tastes. The four ta-
bles in this package include Paryland, with its
amusement park atmosphere; Speed Devils,
with a road racing motif and appropriate
looping ramps; Stones n Bones, in a typical
horror setting; and Billion Dollar Game
Show, with its take-off on Wheel of Fortune
(and its lovely hostess). IBM ($49.95). Circle
Reader Service #19.
Virtuali sri
via Rasori 8
20145 Milano, Italy
Contact: Laura Maestri
Tel: 31/300.174 Fax: 31/300.214
SCENERY ITALY 1.1: Many US gamers
frown upon European products, because of
the difference in interfaces, as well as the
emphasis on arcade products. This scenery
product for owners of Microsoft Flight Simu-
lator 4. Oh and 5. 0, may cause many American
flight sim addicts to change their minds. Ital-
ian navigational aids, such as VOR, NDB,
TACAN and ILS are included, in addition to
over 1 50 real Bottlang and Jeppesen charts,
allowing for real IFR and VFR flights. Some
1 60 different scenery files combine with over
5MB of data to provide smooth transitions
from one area to another during flight. The
100-plus airports for landing include one in
France and three in Switzerland for those
hardy pilots willing to fly over the majestic
Alps. You might even buzz the Vatican and
wave to the Pope. IBM. Circle Reader Service
#20. cGw
Pa^-e IHO
Computer Gaiiiiiij; World
Welcome to the Cooperstown of Computer Games. Here, raised upon ^
pedestals, you'll find the games that broke the records, established the bench-
marks, and held gamers in delighted trances for hours untold.
The Bard’s Tale (Elect7-onic Arts, 1985)
Chessmaster (The Softiuare Toolivorks, 1986)
Sid Meier's Civilization (MicroProse, hic., 1991)
Induction
Ceremony!
Battle Chess
Interplay, 1 988
i
Dungeon Master (FTL Software, 1987)
Earl Weaver Baseball (Electronic Arts, 1986)
Empire (Interstel, 1978)
F-19 Stealth Fighter (MicroProse, Inc., 1988)
Gettysburg: The Turning Point (Strate^c Simidations, Inc., 1986)
Gunship (MicroProse, Inc., 1989)
Harpoon (Three-Sixty Pacific, 1989)
Kampfgruppe (Sti'ategic Simulations, Inc., 1985)
Kings Qtiest V (Sietra On-Line, Inc., 1990)
M-1 Tank Platoo7i (MicroProse, Inc., 1989)
Mech Brigade (Sti-ategic Simulations, Inc., 1985)
Might & Magic (New World Computing, 1986)
M.U.L.E. (Electronic Arts, 1983)
Pirates (MicroProse, Inc., 1987)
Railroad Tycoon (MicroProse, Inc., 1990)
Red Baron (Dynarnix, 1990)
SimCity (Maxis, 1987)
Staiflight (Electronic Arts, 1986)
The Secret of Monkey Island (LucasArts Entertairmient Company, 1990)
Their Finest Hour (LucasArts Entertainment Company, 1989)
Ulthna III (Origin Systems, Inc., 1983)
Ultima TV (Origin Systems, Inc., 1985)
Ultima VI (Origin Systems, Inc., 1990)
War in Russia (Strategic Shnulations, Inc., 1984)
Wasteland (Interplay Productions, Inc., 1986)
Wing Cotnmander (Origin Systems, Inc., 1991)
Wizardry (Sir-Tech Software, 1981)
Zork (Infocom, 1981)
When Interplay’s Battle Chess was
released on the Amiga in 1989, it shot
straight to the top of the CG’W' Poll.
Its beautiful and funny animations
showcased the Amiga’s sound and
graphic capabilities, and put an inter-
esting new twist on an ancient game.
Not only did Battle Chess become a
pertnnial in the CGW'Poll ratings, but
it became a showcase product for the
first level of multimedia standards. It
sold hundreds of thousands of copies
covering just about every game plat-
form imaginable, and spawned an
entire genre of animated chess prod-
ucts. By introducing Battle Chess,
Interplay became the Franklin Mint of
computer chess publishers.
Interplay has improved the chess
engine and animations in several
updated versions, the most recent of
which is their claymated Battle Chess
4000. Attention to detail has always
been a key factor in the Interplay suc-
cess formula and has been a hallmark
of each of their sequels to Battle Chess.
We welcome this innovative product
into our showcase of computer game
history.
V J
A monthly survey of the readers of Computer Gaming World Magazine.
hIS
yi®t
- 1 ^
PG Research
Hits List
□f Tap-Selling Software
December, 1993
PC Gainesl[MS-DOSAVindows)
Rank Title and Source
1. Microsol'i riiglit Siimilator 5.0 (Microsoft Corporarion)
2. Star Wars Rebel A-ssauIi (LucasArts Entertainment)
3. 1'he 7tli Guest (Virgin Interactive Eniertainmcnr)
4. Police Quest IV (Sierra On-Line, Inc,)
5. Star Trek: judgment Rites (Interplay Production.s. Inc.)
6. Aces Over Europe (Sierra On-Line, Inc.)
7. Leisure Suit Larry VI (Sierra On-Line, Inc.)
8. SimCity (Maxis Software)
y. X-Wing: B-Wing (LucasArts Entertainment)
1 0. Wolleii.stein 3D/Spcar of Destiny (Eormgen)
1 1 . X-Wing (LucasArts Entertainment)
12. Links 386 Pro (Access Software, Inc.)
1 3. From Page Sports Football Pro (Sierra On-Line, Inc.)
14. Links: Pebble Beach (Access Software, Inc.)
1 5. Quest for Glor)' IV (Sierra On-Line, Inc.)
1 6. Microsoft Arcade (Miemsoft Corporation)
1 7. Indy Car Riicing (Virgin Interactive Entertainment)
1 8. Master of Orion (MicroProse, Inc.)
1 9. Return to Zork (Activision)
20. Comanche: Over the Edge (NovaLogic, Inc.)
2 ,
3.
4.
5.
Rank
1.
2.
3.
4,
Rank
1.
2,
3.
4.
5.
6 .
7.
8 .
9.
lO.
I'itlc .ind Source
AD&D Gateway to the Savage Frontier (Strategic
Simulations, Inc.)
Road Rash (Electronic Arts)
The Secret of Monkey Island (LucasArts Entertainment)
King’s Quest V (Sierra On-Line, Inc.)
PGA Tour Golf (Electronic Arts)
Title and Source
SimCiry 2000 (Maxis Softtvare)_'’
Myst (Broderbund Software, Inc.)
Chessmaster 3000 (The Software Toolworks)
SimCity (MaxR Software)
Micro.soft Flight Simulator (Microsoft Corporation)
ssn
Title and
Star Wans Rebel Assault (Luca.sArts Entertainment)
The 7th Guest (Virgin Interactive Entertainment)
Micro.soft Eiicarca (Microsoft Corporation)
Return to Zork (Activision)
Gabriel Knighr (Sierra On-Line, Inc.)
King‘.s Quest VI (Sierra On-Line, Inc.)
WoltPack (Electronic Arts)
ADScD Dungeon Mack (Strategic Simulation.s, Inc.)
Dracula Unleashed (Viacom New Media)
Might and Magic: World of Xeen (New World
Computing)
Tfit-K fist is ba.sedon uiiit-s soW by ten retiiil chains, leprusctiting over 1300 stores. For more infnr-
mulion, plea.se conuici I’C l)uUiat(703) 435-I02.'s.
What You’ve Been
Playing Lately
Every month our mailbox bulges with hutidreds of Reader Input Cards
from our most loyal and outspoken readers. Over the years we’ve
found tbe.se cards to be an invaluable source of feedback. Within 1 0
days of releasing our latest issue we can expect to .s'ee cards pouring in
with suggestions, encouragements, tirades and many good laughs, in
addition to the data for our Top 100 poll. Through your efforts, wc
know exactly where we stand with our readers (you don’t mince
words!), and wc are treated to well-articulated opinions on anything
and everything related to gaming. This column is a forum for these
responses and for the results of our “Playing Lately?’’ query on the
Reader Input Card. Thanks for taking the time to fill them out.. .keep
‘em coming!
1 .
2 .
3.
4.
5.
6 .
7.
8 .
9.
10 .
“Doom! Doom! Doom! No other game even compares to the addic-
tiveness of NetDoom with four devious players! Too bad all chose over-
priced entertainment systems (.SEGA, 3DO...) cjin’r network. When
was rhe last time you chainsawed your best friend? The only game I've
stayed up 72+ straight hours to play.’’
— Anonymous Doom Fiend, Flagstaff, AZ
Doom (id Software) *
Master of Orion (MicroProse)
SimCity 2000 (Maxis Software)
X-Wing (LucisAris Entcrrainmcnr)
Front Page Sports Football Pro (Dynamix)
Warlords II (Strategic Studies Ciroup)
Aces Over Europe (Dynamix)
IndyCar Racing (Papyrus)
Privareer (Origin Systems)
Betrayal at Krondor (Dynamix) ■
“Linking four people together for a game of Doom is the quickest way
to destroy a produciivc. boring evening of work. Love those guys at
— Greg jack. Indianapolis, IN
“'I'hc only rhing missing in football .simulations is the ability to place
bounties. I’d really like to ,sec eleven defensive players rush to the .side-
lines and bury Buddy Ryan... l’a.ss this on to MicroProse and
Dvnamix.’’ , , , r- ■
— Mark Francis, Richmond, VA
“Been playing MOO til the cows come home — fortunately, 1 don’t
have any cows, so I'm getting a lot of games in!”
— Mike Brenner, Fairfield. CA
“Flelp! My space empire has fallen and I can't stop playing!”
— Emperor In Exile, Worcester, MA
“Can’t talk. Playing Master of Orion.”
— T. Madden, St. Louis, MO
“IndyCar Racing is the best race .sim ever. The handling is superb and
it has the best graphics of almost any game on the markei. It’s like you
can feel the car go around the track, and when you’re going to lose
control. There are some minor things that would make it better, like
choosing your own car colors and the ability to look left and right.”
— Marty N., Grande Prairie, Alberta. Canada
“Frontier II; If you have a life outside die house, forget it. This game is
veiy, very addicting. It’s out of this world!!”
— Lost In Space, Gmaha, NI’.
/.S4
Compuu-r Gaming World
C omputer game programs have grown so massive and the number of
possible configurations has become so huge that incompatibilities
and glitches seem to be breeding at an exponential rate. Consumers
and publishers are both frustrated at the need for adding patches into
“buggy” programs, but they seem to be an interim solution that is going to
be with the hobby for a while (presumably, until a standard platform con-
figuration is agreed upon). So, until the golden age of standardized plat-
forms and bug-free programs. Computer Gaming World vtiW publish a regu-
lar list of the latest updates of which we are aware.
These patches can usually be downloaded from most major networks
(e.g., CompuServe or GEnie), but can also be obtained from individual
software publisher’s own BBSs or direct from the publisher with proof of
purchase. We continue to urge publishers to keep us updated on the latest
versions/patclies to their games,
indicates new files)
Clash of Steel VI. 1 Update: Fixes a number of small bugs. 11/18/93
Comanche: Maximum Overkill Update: Includes several hardware
fixes, including a fix for the Pentium and the Diamond Stealth Pro video
card. 1/27/94
Companions of Xanth VI. 1.0 Update: Corrects graphic corruption prob-
lems associated with Microsoft (V8.2+) and Logitech (V6.13) mouse dri-
vers. 12/23/93
Conquered Kingdoms Update: Fixes some save game problems that have
been reported. 12/22/93
** CyberRace CD-ROM VI. 2 Update; Lowers the base memory require-
ments, fixes the save game problems, and remedies joystick problems (espe-
cially with Phoenix BIOS). 1 /20/94
Empire Deluxe V3.1 la Upgrade: Updates Version 3.1 1 to Version 3.11a.
Corrects a number of minor bugs and extends the sound card support.
12/02/93
Fantasy Empires Vl.l Update: Fixes the Multiplying Siege Engine Bug,
the Disappearing Hero Bug, and eliminates most random crashes.
11/25/93
Gabriel Knight Floppy VI. OA Patch: Corrects various memory allocation
and ‘‘fatal errors chat some players have encountered. 12/16/93
** Gabriel Knight CD-ROM Update: Fixes ail known problems and
speeds up the game restoring process. 1/21/94
’* Hornet Patch: Fixes many bugs and adds several new features to
Spectrum HoloBytc’s new combat sim. 2/07/94
IndyCar Racing VI. 02 Update: Fixes random crashes/hangs and low
memory problems. 11/25/93
Kasparov’s Gambit Version 1.1: In addition to restoring the chess engine
to the hill strength of the original 32-bit Socrates II program, this patch
also improves driver setups, low-memory detection, time controls, racings
and much more. 12/3/93
*■ Legend of Kyrandia Vl.3 Update: Fixes random lockups and corrects
.some of the phrasing used by the characters. 2/04/94
Leisure Suit Larry 6 Update; Fixes the “Oops errors” that occur while
playing. Also contains the bonus sound effects for S-bit sound cards.
11/24/93
*■ Links 386 Pro Version 1.21: Corrects many major and minor bugs.
1/28/94
Lost In Time CD-ROM Update: Fixes problems with several CD dri-
ves (Mitsumi, Orchid) and certain Sound Blaster-compatible audio cards.
2/09/94
Lucky’s Casino Adventure Update: Enables the program to recognize
most VESA drivers, and allows the users to set the IRQ and Base address
for any sound card. 12/30/93
Master of Orion Vl.3 Upgrade: This patch features tougher opponents,
adjusted playbaiance, and legions of minor combat tweaks. 1/06/94
Merchant Prince Update: Corrects some minor bugs in QQP’s latest.
12/29/93
Metal and Lace V1.42A Update: Fixes a few minor bugs and adds an
Easy and Hard mode. 1/20/94
** Mortal Kombat PC Update: Improves sound card support, fixes crash
bugs, and requires less conventional memory. 1/21/94
NFL Coaches Club Football V2.0 Update: Corrects some rare problems,
improves the AI, and adds some new features. 12/14/93
** Police Quest 4 Floppy Patch: Corrects various memory allocation
errors and lockups, and speeds up the game restoring process. 1/21/94
** Police Quest 4 Floppy Handcuff Patch: Allows more time to handcuff
Walker. 1/21/94
Quest For Glory 4 Patch: Corrects various memor)' allocation errors
and lockups that some player have been encountering, in addition to a few
puzzle bugs. 1/21/94
Railroad Tycoon Deluxe Version 2: Fixes a few problems and adds some
features. 11/23/93
Rebel Assault V1.4 Upgrade: Fixes joystick control and calibration prob-
lems, as well as some random lock-ups. 12/16/93
Rules of Engagement 2 VI. 07 Update (Amiga); Update U) the Amiga ver-
sion of Impression’s game. 12/02/93
Solitaire’s Journey For Windows Patch: Corrects minor bugs in the
Windows version of SJ. 1 1/1 1/93
♦ ♦TFX Patch: Fixes the unexpected interrupt error message due to hard-
ware conflicts, in addition to unexplained crashes. 1/24/94
** War in Russia Vl.l Update: Makes many adjustments to the game
mechanics and fixes minor bugs. 2/08/94
World of Xeen CD-ROM Patch: Fixes the problems with .switching CDs
and with the boat ride into RJvercicy. 1/03/94
The PRODIGY WeeUy Top Ten
Computer Gaming World is Prodigy's on-line games expert. Look for
us in their Game Center, a forum where users read articles posted on-
line by C’CWand exchange messages on the bulletin boards (we can
be reached there at EXPT40B). The Prodigy Game Poll is run by
Prodigy based on a list of games provided by CGlVand is updated
weekly. Note that it is not a cumulative rating over time (like the
CC7117'|'op 100 Pol!). Instead, the Prodigy Game Poll is a weekly
''Snapshot" of game popularity witli gamers rating their favorites on a
1 - 10 scale. The highest total point earners make their Top 10. We
provide this data to our readers as another barometer of "what's hot”
in computer gaming.
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COMPRTIBLE
IMenul Junp Pa Ih H-Z Xref
April 1994
Pcif-c 185
The Rumor Bag
Pot Of Hops
by George Bernard Sioyfte
I t was out by Christ Church and down by
die levee that my vivacious blonde in-
formant and I encountered the Guinness
Brewer)’. We walked in the door on the other
side of the famous sign of the harp and were
immediately assaulted by the scent of hops.
Sure and I know you’re not going to believe
me, but we saw the little imp long before we
reached the tasting room. 1 ndeed, we had just
walked by the exhibit in the Guinness Mu-
seum that showed how they used to rake the
grain bins by hand and I had just told my
lovely companion that it would make a great
set for Serf City from SSI. it’s supposed to be
a puzzle/management game that’s some-
where in the Le/nniings meets Strongbo/dvein.
He was sitting on a bag of hops and, even
though he wasn’t as small as one of those
.special efFects-induced characters in the old
Disney film {Darby 0 'Gill and the Little Peo-
ple), he was smaller than standard issue and,
as I was to discover, significantly smarter than
same. I would have thought he was part of
that rumored Dungeons & Dragons movie
that has apparently advertised for special ef-
fects technicians in the HoIl)’wood trade pa-
pers, except they only have little people of
dwarven descent, and I couldn’t imagine this
fellow with the traditional bcatd.
My companion must have been thinking
the same thing because she asked me if I knew
that SSI and TSR were parting ways, and that
SSI was working on its last two projects under
the AD&D license. Then, she told me that
Nick Beliaff, former New World producer
and producer extraordinaire at SSI for many
years, was also leaving the SSI fold. She told
me he was joining Northstar Studios and
working with ex-New World financial guru
Ron Spitzer. d'he plot thickened, however,
when she told me that Interplay had a stake
in Northstar.
The diminutive gentleman entered the
conversation at this point. “Sounds rather like
colonial days doesn’t it, what with the bigger
game companies takin’ a stake in the smaller
companies and motion picture companies
takin’ a stake in them.”
I complimented him on his astuteness and
asked him if he was interested in computer
games. “Ofcarse, I am,” was his reply, “I’m a
leprechaun I am and we’re interested in all
sorts o’ mischief.”
Since he was so interested, I told him that
MIcroProse is working on a game like Sid
Meier’s Civilization that covers the Age of
Colonization. I had no sooner told my news,
however, than my companion said, “And if
you want multi-player conquest, I heard Kes-
niai is working on Empire Deluxe for a major
on-line network.”
Suddenly, with a wicked grin, he said, “Ya’
know, your ladyfriend is so lovely that I’ll
make you a bargain.”
“What kind of bargain?” I asked.
“Leprechauns have special powers. If I can
grant you three wishes,” he chuckled, “you
have to let me kiss your lady.”
Since neither of us actually believed in lep-
rechauns, she thought it was a harmless pas-
time to play along with the good-natured
fellow. So, 1 started out with something easy,
something I could check. “I wish 1 knew what
Papyrus was up to.” He said that was prob-
ably easy, but we both had to close our eyes
and believe. After a moment, he told us to
open our eyes and said, “Did you mean the
NASCAR stock car racing simulation or the
remake of the T om Snyder Productions Math
Mysteries Scries?”
I wasn’t sure that he really knew about the
new IBM versions of the latter with SVGA
graphics and enhanced audio soundtrack, but
when he went on to say that Secrets of Vincent’s
Museum would precede the Mystety of Hotel
Victoria, I knew that he knew what he was
talking about. So, 1 proceeded to wish for
what nearly every CGW reader would wish
for. “I wish MicroProse would publish a mul-
tiplayer version of Sid Meier’s Civilization^'
He had us close our eyes again, and I
thought I heard the brief flutter of flipping
pages, bur it was only a moment before he
replied, “Shore and it’s done.”
I was thrilled. I had only heard from my
sources that they mighthe doing the product.
In fact. 1 had it written down in my notes to
check at a later time.
“Want to know anything else?” he asked,
“The name of SSI’s upcoming tank game,
Wargame Construction Kit II: instead of
Rolling Steel ? The name of the fantasy game
coming out of Texas from SiniTex, Masters
of MagiP. They’re gonna’ call it MOM for
short. Maybe that Interplay’s bringing back
the original cast of Star Trek for the Judgt7ient
Rites CD? The fact that they’ve started work
on their fourth Star Trek product?"
1 was amazed. The man was at least as
well-informed, maybe more, than I was. 1
changed my last wish to a desire for an ap-
pearance on the Lcttcrman show. “Done!” he
said and jumped up on the bag of hops and
planted a wet and wild kiss on the sensuous
lips of my lovely companion.
“How old are you?” he asked me as he
walked quickly toward the tasting room.
“Fort)’-three,” I replied, “Why?”
He shook his head and shouted back down
the hall, “Forty-three years old and he still
believes in leprechauns.” He tossed my note-
book back toward us and laughed as the
barmaid drew a stout from the tap. cgw
Pof-e 186
Compuier Ciamin;; World
“You want action? You want
gunplay? You want gore?
...DOOM has it all.”
PC Entertainment
“The graphics are superb, with
lighting effects and art that could
only come from dark and
demented minds.”
Computer Gaming World
“...if you have saliva, prepare to
drool now.””. ..an absolute must-
have for PC action fans."
Electronic Games
WANT TO mi A
00 TO
DOOM is a lightning-fast virtual reality adventure where
you’re the toughest space trooper ever to suck vacuum.
Scientists stationed on a far-oft moonbase have opened
a gateway to Hell, releasing a monster-infested holocaust
upon the universe. You’re the last marine remaining on
the base after the invasion. Your mission Is to survive!
• Four-player combat over network
• Two-player action over modem
• Incredibly detailed 3-D world
• Blood-curdling stereo sound effects
• Hair raising demonic denizens of Hell
• Awesome foe-fraggin’ weapons
FROM THE CREATORS OF THE AWARD-WINNING
3-D™
SOFTWARE
Order the entire DOOM trilogy for S40.00
or get episode one, Knee-Deep in the
Dead" for the cost of shipping and
handling. Or download episode one
from Software Creations™ BBS.
(508) 368-4137 @ 2400-14.4K baud
Canadian customers call 1-800-661-7383.
Requires a 386DX PC compatible or belter; hard disk drive; VGA graphics; 4 Megabytes of mernory. A ^6 is
recommended. Multipiayer options require a network which uses the iPX protocol, a modem, or serial link. Digitized
sound effects require a 100% Sound Blaster™ compatible card. Gravis Ultra Sound™, or Pro Audio Spectrum™-16.
DOOM is a trademark of id Software, ©1993. Other trademarks are the property of their respective companies.
Circle Reader Semce 1163
S tripped of memory, artificially enhanced with both human and alien
technology, you are intended to he the perfect untraceoble assassin for
the scheming Mondite's master-stroke.
\
But it's more than a science-fiction computer game - it's an ORIGIN Interactive
Movie. We've made a movie far you to star in, not just another game to play.
Your interactidh^dvances the story as you take
yaur animat^ 3-D synthetic "actar" through a ^
^dramdtiMction^acked adventureS|^ ml
An origin Interactive Movie™
For a oreat game experience,
WE RECOMMEND AN INTEL486™
DX2’OR Pentium™
PROCESSOR-BASED SYSTEM.
Tor literature on Intel
PROCESSORS, call
1.800-756-8766 I
Actual screens may vary.
Employs the camera and editing
techniques found in your favorite
movies — from varied camera
angles to rapid-fire cut
sequences, long shots and
closeups for emotional impact.
Eliminates the artificial breaks
between interactive ond viewed
portions of a gome — the story
is melded into a single cinematic
experience.
Directs the pacing and tempo so
thot the plot flows swiftly but
smoothly, fueled by your
decisions.
Available ot a software retailer near you, or call 1 -800-245-4525 for MC/Visa/Discover orcfers.
An Electronic Arts* Company
Circle Reader Service #84